mirror of https://github.com/FWGS/hlsdk-xash3d
1997 lines
52 KiB
C++
Executable File
1997 lines
52 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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// cultist
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//=========================================================
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//=========================================================
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// Hit groups!
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//=========================================================
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/*
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1 - Head
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2 - Stomach
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3 - Gun
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*/
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#include "extdll.h"
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#include "util.h"
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#include "plane.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "squadmonster.h"
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#include "weapons.h"
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#include "talkmonster.h"
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#include "soundent.h"
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#include "effects.h"
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#include "customentity.h"
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int g_fCultistQuestion; // true if an idle cultist asked a question. Cleared when someone answers.
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extern DLL_GLOBAL int g_iSkillLevel;
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define CULTIST_CLIP_SIZE 6 // how many bullets in a clip?
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#define CULTIST_VOL 0.70 // volume of cultist sounds
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#define CULTIST_ATTN ATTN_NORM // attenutation of cultist sentences
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#define CULTIST_LIMP_HEALTH 20
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#define CULTIST_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a cultist with a single headshot.
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#define CULTIST_NUM_HEADS 3 // how many cultist heads are there?
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#define CULTIST_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
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#define CULTIST_SENTENCE_VOLUME (float)0.70 // volume of cultist sentences
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#define CULTIST_KNIFE ( 1 << 0)
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#define CULTIST_REVOLVER ( 1 << 1)
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#define CULTIST_SHOTGUN ( 1 << 2)
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#define HEAD_GROUP 1
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#define HEAD_GRIM 0
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#define HEAD_BEARDY 1
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#define HEAD_UGLY 2
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#define GUN_GROUP 2
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#define GUN_KNIFE 0
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#define GUN_REVOLVER 1
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#define GUN_SHOTGUN 2
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#define GUN_NONE 3
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define CULTIST_AE_RELOAD ( 2 )
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#define CULTIST_AE_KICK ( 3 )
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#define CULTIST_AE_BURST1 ( 4 )
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#define CULTIST_AE_CAUGHT_ENEMY ( 5 ) // cultist established sight with an enemy (player only) that had previously eluded the squad.
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#define CULTIST_AE_DROP_GUN ( 6 ) // cultist (probably dead) is dropping his mp5.
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#define CULTIST_AE_KNIFE ( 7 )
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_CULTIST_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
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SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_CULTIST_COVER_AND_RELOAD,
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SCHED_CULTIST_SWEEP,
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SCHED_CULTIST_FOUND_ENEMY,
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SCHED_CULTIST_WAIT_FACE_ENEMY,
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SCHED_CULTIST_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_CULTIST_ELOF_FAIL,
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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_CULTIST_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
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TASK_CULTIST_SPEAK_SENTENCE,
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TASK_CULTIST_CHECK_FIRE,
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};
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//=========================================================
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// monster-specific conditions
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//=========================================================
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#define bits_COND_CULTIST_NOFIRE ( bits_COND_SPECIAL1 )
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#include "cultist.h"
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LINK_ENTITY_TO_CLASS( monster_cultist, CCultist );
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TYPEDESCRIPTION CCultist::m_SaveData[] =
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{
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DEFINE_FIELD( CCultist, m_flNextPainTime, FIELD_TIME ),
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// DEFINE_FIELD( CCultist, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
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DEFINE_FIELD( CCultist, m_fStanding, FIELD_BOOLEAN ),
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DEFINE_FIELD( CCultist, m_fFirstEncounter, FIELD_BOOLEAN ),
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DEFINE_FIELD( CCultist, m_cClipSize, FIELD_INTEGER ),
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DEFINE_FIELD( CCultist, m_voicePitch, FIELD_INTEGER ),
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// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
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// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
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DEFINE_FIELD( CCultist, m_iSentence, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CCultist, CSquadMonster );
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const char *CCultist::pCultistSentences[] =
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{
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"CULT_GREN", // grenade scared cultist
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"CULT_ALERT", // sees player
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"CULT_COVER", // running to cover
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"CULT_CHARGE", // running out to get the enemy
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"CULT_TAUNT", // say rude things
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};
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enum
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{
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CULTIST_SENT_NONE = -1,
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CULTIST_SENT_GREN = 0,
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CULTIST_SENT_ALERT,
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CULTIST_SENT_COVER,
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CULTIST_SENT_CHARGE,
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CULTIST_SENT_TAUNT,
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} CULTIST_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 cultist 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 cultist 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 cultist has
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// started moving.
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//=========================================================
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void CCultist :: SpeakSentence( void )
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{
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if ( m_iSentence == CULTIST_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), pCultistSentences[ m_iSentence ], CULTIST_SENTENCE_VOLUME, CULTIST_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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// GibMonster - make gun fly through the air.
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//=========================================================
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void CCultist :: 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 ) && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
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{// throw a gun if the cultist has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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if (FBitSet( pev->weapons, CULTIST_SHOTGUN ))
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{
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pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
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}
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else if (FBitSet( pev->weapons, CULTIST_REVOLVER ))
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{
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pGun = DropItem( "weapon_revolver", vecGunPos, vecGunAngles );
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}
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else
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{
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pGun = DropItem( "weapon_knife", vecGunPos, vecGunAngles );
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}
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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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// ISoundMask - Overidden for human cultists because they
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// hear the DANGER sound that is made by hand grenades and
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// other dangerous items.
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//=========================================================
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int CCultist :: 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_PLAYER |
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bits_SOUND_DANGER;
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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 CCultist :: 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 CCultist :: 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 = CULTIST_SENT_NONE;
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}
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//=========================================================
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// PrescheduleThink - this function runs after conditions
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// are collected and before scheduling code is run.
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//=========================================================
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void CCultist :: PrescheduleThink ( void )
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{
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if ( InSquad() && m_hEnemy != NULL )
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{
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if ( HasConditions ( bits_COND_SEE_ENEMY ) )
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{
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// update the squad's last enemy sighting time.
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MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
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}
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else
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{
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if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
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{
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// been a while since we've seen the enemy
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MySquadLeader()->m_fEnemyEluded = TRUE;
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}
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}
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}
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}
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//=========================================================
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// FCanCheckAttacks - this is overridden.
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//=========================================================
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BOOL CCultist :: FCanCheckAttacks ( void )
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{
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if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
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{
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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//=========================================================
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// CheckMeleeAttack1
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//=========================================================
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BOOL CCultist :: CheckMeleeAttack1 ( float flDot, float flDist )
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{
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CBaseMonster *pEnemy;
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if ( m_hEnemy != NULL )
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{
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pEnemy = m_hEnemy->MyMonsterPointer();
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if ( !pEnemy )
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{
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return FALSE;
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}
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}
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if (!FBitSet( pev->weapons, CULTIST_KNIFE ))
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{
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return FALSE;
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}
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if ( flDist <= 64 && flDot >= 0.7 &&
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pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
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pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckRangeAttack1 - overridden for cultists.
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//=========================================================
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BOOL CCultist :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if (FBitSet( pev->weapons, CULTIST_KNIFE ))
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{
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return FALSE;
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}
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if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
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{
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TraceResult tr;
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if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
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{
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// kick nonclients, but don't shoot at them.
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return FALSE;
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}
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Vector vecSrc = GetGunPosition();
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// verify that a bullet fired from the gun will hit the enemy before the world.
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UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
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if ( tr.flFraction == 1.0 )
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{
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return TRUE;
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}
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}
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return FALSE;
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}
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//=========================================================
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// CheckRangeAttack2 - this checks the cultists's (non-existant) second range
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// attack.
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//=========================================================
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BOOL CCultist :: CheckRangeAttack2 ( float flDot, float flDist )
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{
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return FALSE;
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}
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//=========================================================
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// TraceAttack - make sure we're not taking it in the helmet
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//=========================================================
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void CCultist :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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// check for helmet shot
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if (ptr->iHitgroup == 11)
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{
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// it's head shot anyways
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ptr->iHitgroup = HITGROUP_HEAD;
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}
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CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
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}
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//=========================================================
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// TakeDamage - overridden for the cultist because the cultist
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// needs to forget that he is in cover if he's hurt. (Obviously
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// not in a safe place anymore).
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//=========================================================
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int CCultist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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Forget( bits_MEMORY_INCOVER );
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return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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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 CCultist :: 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_IDLE:
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ys = 150;
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break;
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case ACT_RUN:
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ys = 150;
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break;
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case ACT_WALK:
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ys = 180;
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break;
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case ACT_RANGE_ATTACK1:
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ys = 120;
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break;
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case ACT_RANGE_ATTACK2:
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ys = 120;
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break;
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case ACT_MELEE_ATTACK1:
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ys = 120;
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break;
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case ACT_MELEE_ATTACK2:
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ys = 120;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 180;
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break;
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case ACT_GLIDE:
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case ACT_FLY:
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ys = 30;
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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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void CCultist :: IdleSound( void )
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{
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if (FOkToSpeak() && (g_fCultistQuestion || RANDOM_LONG(0,1)))
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{
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if (!g_fCultistQuestion)
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{
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// ask question or make statement
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switch (RANDOM_LONG(0,2))
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{
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case 0: // check in
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SENTENCEG_PlayRndSz(ENT(pev), "CULT_CHECK", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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g_fCultistQuestion = 1;
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break;
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case 1: // question
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SENTENCEG_PlayRndSz(ENT(pev), "CULT_QUEST", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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g_fCultistQuestion = 2;
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break;
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case 2: // statement
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SENTENCEG_PlayRndSz(ENT(pev), "CULT_IDLE", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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}
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}
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else
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{
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switch (g_fCultistQuestion)
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{
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case 1: // check in
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SENTENCEG_PlayRndSz(ENT(pev), "CULT_CLEAR", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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case 2: // question
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SENTENCEG_PlayRndSz(ENT(pev), "CULT_ANSWER", CULTIST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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}
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g_fCultistQuestion = 0;
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}
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JustSpoke();
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}
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}
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//=========================================================
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// CheckAmmo - overridden for the cultist because he actually
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// uses ammo! (base class doesn't)
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//=========================================================
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void CCultist :: CheckAmmo ( void )
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{
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if ( m_cAmmoLoaded <= 0 )
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{
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SetConditions(bits_COND_NO_AMMO_LOADED);
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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 CCultist :: 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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//=========================================================
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//=========================================================
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CBaseEntity *CCultist :: Kick( void )
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{
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TraceResult tr;
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UTIL_MakeVectors( pev->angles );
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Vector vecStart = pev->origin;
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vecStart.z += pev->size.z * 0.5;
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Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
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|
|
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 CCultist :: 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 );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Shoot
|
|
//=========================================================
|
|
void CCultist :: Shoot ( void )
|
|
{
|
|
if (m_hEnemy == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_9MM ); // shoot +-5 degrees
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
SetBlending( 0, angDir.x );
|
|
}
|
|
|
|
//=========================================================
|
|
// Shoot
|
|
//=========================================================
|
|
void CCultist :: Shotgun ( void )
|
|
{
|
|
if (m_hEnemy == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL);
|
|
FireBullets(gSkillData.cultistShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_SHOTGUN, 0 ); // 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 CCultist :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
Vector vecShootDir;
|
|
Vector vecShootOrigin;
|
|
|
|
switch( pEvent->event )
|
|
{
|
|
case CULTIST_AE_DROP_GUN:
|
|
{
|
|
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break;
|
|
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
|
|
|
// switch to body group with no gun.
|
|
SetBodygroup( GUN_GROUP, GUN_NONE );
|
|
|
|
// now spawn a gun.
|
|
if (FBitSet( pev->weapons, CULTIST_SHOTGUN ))
|
|
{
|
|
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
|
|
}
|
|
else if (FBitSet( pev->weapons, CULTIST_REVOLVER ))
|
|
{
|
|
DropItem( "weapon_revolver", vecGunPos, vecGunAngles );
|
|
}
|
|
else
|
|
{
|
|
DropItem( "weapon_knife", vecGunPos, vecGunAngles );
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
case CULTIST_AE_RELOAD:
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
|
break;
|
|
|
|
case CULTIST_AE_BURST1:
|
|
{
|
|
if ( FBitSet( pev->weapons, CULTIST_KNIFE ))
|
|
{
|
|
// TO DO: need to enter knife logic
|
|
}
|
|
else if ( FBitSet( pev->weapons, CULTIST_REVOLVER ))
|
|
{
|
|
Shoot();
|
|
|
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
|
if ( RANDOM_LONG(0,1) )
|
|
{
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/revolver_shot1.wav", 1, ATTN_NORM );
|
|
}
|
|
else
|
|
{
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/revolver_shot2.wav", 1, ATTN_NORM );
|
|
}
|
|
}
|
|
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 CULTIST_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.cultistDmgKick, DMG_CLUB );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CULTIST_AE_KNIFE:
|
|
{
|
|
Vector oldorig = pev->origin;
|
|
CBaseEntity *pHurt = NULL;
|
|
// check down below in stages for snakes...
|
|
for (int dz = 0; dz >=-3; dz--)
|
|
{
|
|
pev->origin = oldorig;
|
|
pev->origin.z += dz * 12;
|
|
pHurt = CheckTraceHullAttack( 70, gSkillData.priestDmgKnife, DMG_SLASH );
|
|
if (pHurt)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
pev->origin = oldorig;
|
|
if ( pHurt )
|
|
{
|
|
// Play a random attack hit sound
|
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "zombie/claw_strike1.wav", 1.0, ATTN_NORM, 0, m_voicePitch );
|
|
}
|
|
else
|
|
{
|
|
// Play a random attack miss sound
|
|
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "zombie/claw_miss1.wav", 1.0, ATTN_NORM, 0, m_voicePitch );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CULTIST_AE_CAUGHT_ENEMY:
|
|
{
|
|
if ( FOkToSpeak() )
|
|
{
|
|
SENTENCEG_PlayRndSz(ENT(pev), "CULT_ALERT", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
|
|
}
|
|
|
|
default:
|
|
CSquadMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CCultist :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/cultist.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.cultistHealth;
|
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
m_flNextPainTime = gpGlobals->time;
|
|
m_iSentence = CULTIST_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 cultist spawns, because he hasn't encountered an enemy yet.
|
|
|
|
m_HackedGunPos = Vector ( 0, 0, 19 );
|
|
//m_HackedGunPos = Vector ( 0, 0, 55 );
|
|
|
|
if (pev->weapons == 0)
|
|
{
|
|
// initialize to original values
|
|
pev->weapons = CULTIST_KNIFE;
|
|
// pev->weapons = CULTIST_REVOLVER;
|
|
// pev->weapons = CULTIST_SHOTGUN;
|
|
}
|
|
|
|
if ( pev->body == -1 )
|
|
{// -1 chooses a random head
|
|
pev->body = RANDOM_LONG(0, 2);// pick a head, any head
|
|
}
|
|
|
|
if (FBitSet( pev->weapons, CULTIST_SHOTGUN ))
|
|
{
|
|
SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
|
|
m_cClipSize = 2;
|
|
}
|
|
else if (FBitSet( pev->weapons, CULTIST_REVOLVER ))
|
|
{
|
|
SetBodygroup( GUN_GROUP, GUN_REVOLVER );
|
|
m_cClipSize = CULTIST_CLIP_SIZE;
|
|
}
|
|
else // knife
|
|
{
|
|
SetBodygroup( GUN_GROUP, GUN_KNIFE );
|
|
m_cClipSize = 1;
|
|
}
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CCultist :: Precache()
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/cultist.mdl");
|
|
|
|
PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" );
|
|
PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" );
|
|
|
|
PRECACHE_SOUND( "hgrunt/gr_die1.wav" );
|
|
PRECACHE_SOUND( "hgrunt/gr_die2.wav" );
|
|
PRECACHE_SOUND( "hgrunt/gr_die3.wav" );
|
|
|
|
PRECACHE_SOUND( "hgrunt/gr_pain3.wav" );
|
|
PRECACHE_SOUND( "hgrunt/gr_pain4.wav" );
|
|
|
|
PRECACHE_SOUND( "hgrunt/gr_reload1.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/glauncher.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
|
|
PRECACHE_SOUND( "weapons/revolver_shot1.wav" );
|
|
|
|
PRECACHE_SOUND("zombie/claw_strike1.wav");// because we use the basemonster SWIPE animation event
|
|
PRECACHE_SOUND("zombie/claw_miss1.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");
|
|
}
|
|
|
|
//=========================================================
|
|
// start task
|
|
//=========================================================
|
|
void CCultist :: StartTask ( Task_t *pTask )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_CULTIST_CHECK_FIRE:
|
|
if ( !NoFriendlyFire() )
|
|
{
|
|
SetConditions( bits_COND_CULTIST_NOFIRE );
|
|
}
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_CULTIST_SPEAK_SENTENCE:
|
|
SpeakSentence();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_WALK_PATH:
|
|
case TASK_RUN_PATH:
|
|
// cultist 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_CULTIST_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 CCultist :: RunTask ( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_CULTIST_FACE_TOSS_DIR:
|
|
{
|
|
// project a point along the toss vector and turn to face that point.
|
|
MakeIdealYaw( pev->origin );
|
|
ChangeYaw( pev->yaw_speed );
|
|
|
|
if ( FacingIdeal() )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
CSquadMonster :: RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CCultist :: PainSound ( void )
|
|
{
|
|
if ( gpGlobals->time > m_flNextPainTime )
|
|
{
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM );
|
|
break;
|
|
}
|
|
|
|
m_flNextPainTime = gpGlobals->time + 1;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CCultist :: DeathSound ( void )
|
|
{
|
|
switch ( RANDOM_LONG(0,2) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE );
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
// CultistFail
|
|
//=========================================================
|
|
Task_t tlCultistFail[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT, (float)2 },
|
|
{ TASK_WAIT_PVS, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistFail[] =
|
|
{
|
|
{
|
|
tlCultistFail,
|
|
ARRAYSIZE ( tlCultistFail ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_RANGE_ATTACK2 |
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK2,
|
|
0,
|
|
"Cultist Fail"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Cultist Combat Fail
|
|
//=========================================================
|
|
Task_t tlCultistCombatFail[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
|
{ TASK_WAIT_PVS, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistCombatFail[] =
|
|
{
|
|
{
|
|
tlCultistCombatFail,
|
|
ARRAYSIZE ( tlCultistCombatFail ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_RANGE_ATTACK2,
|
|
0,
|
|
"Cultist Combat Fail"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Victory dance!
|
|
//=========================================================
|
|
Task_t tlCultistVictoryDance[] =
|
|
{
|
|
{ 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 slCultistVictoryDance[] =
|
|
{
|
|
{
|
|
tlCultistVictoryDance,
|
|
ARRAYSIZE ( tlCultistVictoryDance ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"CultistVictoryDance"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Establish line of fire - move to a position that allows
|
|
// the cultist to attack.
|
|
//=========================================================
|
|
Task_t tlCultistEstablishLineOfFire[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CULTIST_ELOF_FAIL },
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_SPEAK_SENTENCE,(float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistEstablishLineOfFire[] =
|
|
{
|
|
{
|
|
tlCultistEstablishLineOfFire,
|
|
ARRAYSIZE ( tlCultistEstablishLineOfFire ),
|
|
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,
|
|
"CultistEstablishLineOfFire"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// CultistFoundEnemy - cultist established sight with an enemy
|
|
// that was hiding from the squad.
|
|
//=========================================================
|
|
Task_t tlCultistFoundEnemy[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
|
|
};
|
|
|
|
Schedule_t slCultistFoundEnemy[] =
|
|
{
|
|
{
|
|
tlCultistFoundEnemy,
|
|
ARRAYSIZE ( tlCultistFoundEnemy ),
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"CultistFoundEnemy"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// CultistCombatFace Schedule
|
|
//=========================================================
|
|
Task_t tlCultistCombatFace1[] =
|
|
{
|
|
{ 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_CULTIST_SWEEP },
|
|
};
|
|
|
|
Schedule_t slCultistCombatFace[] =
|
|
{
|
|
{
|
|
tlCultistCombatFace1,
|
|
ARRAYSIZE ( tlCultistCombatFace1 ),
|
|
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 cultist gets hurt.
|
|
//=========================================================
|
|
Task_t tlCultistSignalSuppress[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistSignalSuppress[] =
|
|
{
|
|
{
|
|
tlCultistSignalSuppress,
|
|
ARRAYSIZE ( tlCultistSignalSuppress ),
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_CULTIST_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"SignalSuppress"
|
|
},
|
|
};
|
|
|
|
Task_t tlCultistSuppress[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistSuppress[] =
|
|
{
|
|
{
|
|
tlCultistSuppress,
|
|
ARRAYSIZE ( tlCultistSuppress ),
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_CULTIST_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Suppress"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// cultist wait in cover - we don't allow danger or the ability
|
|
// to attack to break a cultist's run to cover schedule, but
|
|
// when a cultist is in cover, we do want them to attack if they can.
|
|
//=========================================================
|
|
Task_t tlCultistWaitInCover[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
|
};
|
|
|
|
Schedule_t slCultistWaitInCover[] =
|
|
{
|
|
{
|
|
tlCultistWaitInCover,
|
|
ARRAYSIZE ( tlCultistWaitInCover ),
|
|
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,
|
|
"CultistWaitInCover"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// run to cover.
|
|
// !!!BUGBUG - set a decent fail schedule here.
|
|
//=========================================================
|
|
Task_t tlCultistTakeCover1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CULTIST_TAKECOVER_FAILED },
|
|
{ TASK_WAIT, (float)0.2 },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_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_CULTIST_WAIT_FACE_ENEMY },
|
|
};
|
|
|
|
Schedule_t slCultistTakeCover[] =
|
|
{
|
|
{
|
|
tlCultistTakeCover1,
|
|
ARRAYSIZE ( tlCultistTakeCover1 ),
|
|
0,
|
|
0,
|
|
"TakeCover"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// hide from the loudest sound source (to run from grenade)
|
|
//=========================================================
|
|
Task_t tlCultistTakeCoverFromBestSound[] =
|
|
{
|
|
{ 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 slCultistTakeCoverFromBestSound[] =
|
|
{
|
|
{
|
|
tlCultistTakeCoverFromBestSound,
|
|
ARRAYSIZE ( tlCultistTakeCoverFromBestSound ),
|
|
0,
|
|
0,
|
|
"CultistTakeCoverFromBestSound"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Cultist reload schedule
|
|
//=========================================================
|
|
Task_t tlCultistHideReload[] =
|
|
{
|
|
{ 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 slCultistHideReload[] =
|
|
{
|
|
{
|
|
tlCultistHideReload,
|
|
ARRAYSIZE ( tlCultistHideReload ),
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"CultistHideReload"
|
|
}
|
|
};
|
|
|
|
//=========================================================
|
|
// Do a turning sweep of the area
|
|
//=========================================================
|
|
Task_t tlCultistSweep[] =
|
|
{
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_WAIT, (float)1 },
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_WAIT, (float)1 },
|
|
};
|
|
|
|
Schedule_t slCultistSweep[] =
|
|
{
|
|
{
|
|
tlCultistSweep,
|
|
ARRAYSIZE ( tlCultistSweep ),
|
|
|
|
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,
|
|
|
|
"Cultist Sweep"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// primary range attack. Overriden.
|
|
//=========================================================
|
|
Task_t tlCultistRangeAttack1A[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistRangeAttack1A[] =
|
|
{
|
|
{
|
|
tlCultistRangeAttack1A,
|
|
ARRAYSIZE ( tlCultistRangeAttack1A ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_OCCLUDED |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_CULTIST_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Range Attack1A"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// primary range attack. Overriden.
|
|
//=========================================================
|
|
Task_t tlCultistRangeAttack1B[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_CULTIST_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slCultistRangeAttack1B[] =
|
|
{
|
|
{
|
|
tlCultistRangeAttack1B,
|
|
ARRAYSIZE ( tlCultistRangeAttack1B ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_OCCLUDED |
|
|
bits_COND_NO_AMMO_LOADED |
|
|
bits_COND_CULTIST_NOFIRE |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Range Attack1B"
|
|
},
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CCultist )
|
|
{
|
|
slCultistFail,
|
|
slCultistCombatFail,
|
|
slCultistVictoryDance,
|
|
slCultistEstablishLineOfFire,
|
|
slCultistFoundEnemy,
|
|
slCultistCombatFace,
|
|
slCultistSignalSuppress,
|
|
slCultistSuppress,
|
|
slCultistWaitInCover,
|
|
slCultistTakeCover,
|
|
slCultistTakeCoverFromBestSound,
|
|
slCultistHideReload,
|
|
slCultistSweep,
|
|
slCultistRangeAttack1A,
|
|
slCultistRangeAttack1B,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CCultist, CSquadMonster );
|
|
|
|
//=========================================================
|
|
// SetActivity
|
|
//=========================================================
|
|
void CCultist :: SetActivity ( Activity NewActivity )
|
|
{
|
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
|
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
|
|
|
switch ( NewActivity)
|
|
{
|
|
case ACT_MELEE_ATTACK1:
|
|
|
|
// randomly stand or crouch
|
|
if (RANDOM_LONG(0,99) == 0)
|
|
m_fStanding = 0;
|
|
else
|
|
m_fStanding = 1;
|
|
|
|
// a short enemy...probably a snake...
|
|
if ((m_hEnemy != NULL) && (m_hEnemy->pev->maxs.z < 36) && FBitSet( pev->weapons, CULTIST_KNIFE))
|
|
{
|
|
m_fStanding = 0;
|
|
}
|
|
|
|
if (FBitSet( pev->weapons, CULTIST_KNIFE))
|
|
{
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "ref_shoot_knife" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouch_shoot_knife" );
|
|
}
|
|
}
|
|
break;
|
|
case ACT_RANGE_ATTACK1:
|
|
|
|
// randomly stand or crouch
|
|
if (RANDOM_LONG(0,99) == 0)
|
|
m_fStanding = 0;
|
|
else
|
|
m_fStanding = 1;
|
|
|
|
// cultist is either shooting standing or shooting crouched
|
|
if (FBitSet( pev->weapons, CULTIST_REVOLVER))
|
|
{
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "ref_shoot_onehanded" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouch_shoot_onehanded" );
|
|
}
|
|
}
|
|
else if (FBitSet( pev->weapons, CULTIST_SHOTGUN))
|
|
{
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "ref_shoot_shotgun" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouch_shoot_shotgun" );
|
|
}
|
|
}
|
|
break;
|
|
case ACT_RUN:
|
|
if ( pev->health <= CULTIST_LIMP_HEALTH )
|
|
{
|
|
// limp!
|
|
iSequence = LookupActivity ( ACT_RUN_HURT );
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
iSequence = LookupActivity ( ACT_RUN );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iSequence = LookupActivity ( NewActivity );
|
|
}
|
|
break;
|
|
case ACT_WALK:
|
|
if ( pev->health <= CULTIST_LIMP_HEALTH )
|
|
{
|
|
// limp!
|
|
iSequence = LookupActivity ( ACT_WALK_HURT );
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
iSequence = LookupActivity ( ACT_WALK );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iSequence = LookupActivity ( NewActivity );
|
|
}
|
|
break;
|
|
case ACT_IDLE:
|
|
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
{
|
|
// NewActivity = ACT_IDLE_ANGRY;
|
|
NewActivity = ACT_IDLE;
|
|
}
|
|
iSequence = LookupActivity ( NewActivity );
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
iSequence = LookupActivity ( ACT_IDLE );
|
|
}
|
|
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( );
|
|
SetYawSpeed();
|
|
}
|
|
else
|
|
{
|
|
// Not available try to get default anim
|
|
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
|
|
pev->sequence = 0; // Set to the reset anim (if it's there)
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Get Schedule!
|
|
//=========================================================
|
|
Schedule_t *CCultist :: GetSchedule( void )
|
|
{
|
|
|
|
// clear old sentence
|
|
m_iSentence = CULTIST_SENT_NONE;
|
|
|
|
// cultists 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 cultist's signal that a grenade has landed nearby,
|
|
// and the cultist 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), "CULT_GREN", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
/*
|
|
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) ))
|
|
{
|
|
MakeIdealYaw( pSound->m_vecOrigin );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
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();
|
|
}
|
|
|
|
// new enemy
|
|
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
MySquadLeader()->m_fEnemyEluded = FALSE;
|
|
|
|
if ( !IsLeader() )
|
|
{
|
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
//!!!KELLY - the leader of a squad of cultists 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) && m_hEnemy->IsPlayer())
|
|
// player
|
|
SENTENCEG_PlayRndSz( ENT(pev), "CULT_ALERT", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
/*
|
|
else if ((m_hEnemy != NULL) &&
|
|
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
|
|
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
|
|
(m_hEnemy->Classify() != CLASS_MACHINE))
|
|
// monster
|
|
SENTENCEG_PlayRndSz( ENT(pev), "CULT_MONST", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
*/
|
|
|
|
JustSpoke();
|
|
}
|
|
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_CULTIST_SUPPRESS );
|
|
}
|
|
else
|
|
{
|
|
return GetScheduleOfType ( SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// no ammo
|
|
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
|
|
{
|
|
//!!!KELLY - this individual just realized he's out of bullet ammo.
|
|
// He's going to try to find cover to run to and reload, but rarely, if
|
|
// none is available, he'll drop and reload in the open here.
|
|
return GetScheduleOfType ( SCHED_CULTIST_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 cultist was hit and is going to run to cover.
|
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
|
{
|
|
//SENTENCEG_PlayRndSz( ENT(pev), "CULT_COVER", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
m_iSentence = CULTIST_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 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_CULTIST_FOUND_ENEMY );
|
|
}
|
|
}
|
|
|
|
if ( OccupySlot ( bits_SLOTS_CULTIST_ENGAGE ) )
|
|
{
|
|
// try to take an available ENGAGE slot
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
else
|
|
{
|
|
// hide!
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
}
|
|
// can't see enemy
|
|
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
|
{
|
|
if ( OccupySlot( bits_SLOTS_CULTIST_ENGAGE ) )
|
|
{
|
|
//!!!KELLY - cultist cannot see the enemy and has just decided to
|
|
// charge the enemy's position.
|
|
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
|
{
|
|
//SENTENCEG_PlayRndSz( ENT(pev), "CULT_CHARGE", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
m_iSentence = CULTIST_SENT_CHARGE;
|
|
//JustSpoke();
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
else
|
|
{
|
|
//!!!KELLY - cultist is going to stay put for a couple seconds to see if
|
|
// the enemy wanders back out into the open, or approaches the
|
|
// cultist's covered position. Good place for a taunt, I guess?
|
|
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), "CULT_TAUNT", CULTIST_SENTENCE_VOLUME, CULTIST_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
}
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// no special cases here, call the base class
|
|
return CSquadMonster :: GetSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t* CCultist :: GetScheduleOfType ( int Type )
|
|
{
|
|
switch ( Type )
|
|
{
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
return &slCultistTakeCover[ 0 ];
|
|
}
|
|
else
|
|
{
|
|
return &slCultistTakeCover[ 0 ];
|
|
}
|
|
}
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
{
|
|
return &slCultistTakeCoverFromBestSound[ 0 ];
|
|
}
|
|
case SCHED_CULTIST_TAKECOVER_FAILED:
|
|
{
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_CULTIST_ENGAGE ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
return GetScheduleOfType ( SCHED_FAIL );
|
|
}
|
|
break;
|
|
case SCHED_CULTIST_ELOF_FAIL:
|
|
{
|
|
// human cultist is unable to move to a position that allows him to attack the enemy.
|
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
break;
|
|
case SCHED_CULTIST_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
return &slCultistEstablishLineOfFire[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_RANGE_ATTACK1:
|
|
{
|
|
if (m_fStanding)
|
|
return &slCultistRangeAttack1B[ 0 ];
|
|
else
|
|
return &slCultistRangeAttack1A[ 0 ];
|
|
}
|
|
case SCHED_COMBAT_FACE:
|
|
{
|
|
return &slCultistCombatFace[ 0 ];
|
|
}
|
|
case SCHED_CULTIST_WAIT_FACE_ENEMY:
|
|
{
|
|
return &slCultistWaitInCover[ 0 ];
|
|
}
|
|
case SCHED_CULTIST_SWEEP:
|
|
{
|
|
return &slCultistSweep[ 0 ];
|
|
}
|
|
case SCHED_CULTIST_COVER_AND_RELOAD:
|
|
{
|
|
return &slCultistHideReload[ 0 ];
|
|
}
|
|
case SCHED_CULTIST_FOUND_ENEMY:
|
|
{
|
|
return &slCultistFoundEnemy[ 0 ];
|
|
}
|
|
case SCHED_VICTORY_DANCE:
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
if ( !IsLeader() )
|
|
{
|
|
return &slCultistFail[ 0 ];
|
|
}
|
|
}
|
|
|
|
return &slCultistVictoryDance[ 0 ];
|
|
}
|
|
case SCHED_CULTIST_SUPPRESS:
|
|
{
|
|
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 &slCultistSignalSuppress[ 0 ];
|
|
}
|
|
else
|
|
{
|
|
return &slCultistSuppress[ 0 ];
|
|
}
|
|
}
|
|
case SCHED_FAIL:
|
|
{
|
|
if ( m_hEnemy != NULL )
|
|
{
|
|
// cultist has an enemy, so pick a different default fail schedule most likely to help recover.
|
|
return &slCultistCombatFail[ 0 ];
|
|
}
|
|
|
|
return &slCultistFail[ 0 ];
|
|
}
|
|
default:
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// DEAD CULTIST PROP
|
|
//=========================================================
|
|
|
|
char *CDeadCultist::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
|
|
|
|
void CDeadCultist::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_cultist_dead, CDeadCultist );
|
|
|
|
//=========================================================
|
|
// ********** DeadCultist SPAWN **********
|
|
//=========================================================
|
|
void CDeadCultist :: Spawn( void )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/cultist.mdl");
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/cultist.mdl");
|
|
|
|
pev->effects = 0;
|
|
pev->yaw_speed = 8;
|
|
pev->sequence = 0;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
|
|
if (pev->sequence == -1)
|
|
{
|
|
ALERT ( at_console, "Dead cultist with bad pose\n" );
|
|
}
|
|
|
|
// Corpses have less health
|
|
pev->health = 8;
|
|
|
|
// map old bodies onto new bodies
|
|
switch( pev->body )
|
|
{
|
|
case 0: // Cultist with Gun
|
|
pev->body = 0;
|
|
pev->skin = 0;
|
|
SetBodygroup( HEAD_GROUP, HEAD_GRIM );
|
|
SetBodygroup( GUN_GROUP, GUN_REVOLVER );
|
|
break;
|
|
case 1: // Commander with Gun
|
|
pev->body = 0;
|
|
pev->skin = 0;
|
|
SetBodygroup( HEAD_GROUP, HEAD_BEARDY );
|
|
SetBodygroup( GUN_GROUP, GUN_REVOLVER );
|
|
break;
|
|
case 2: // Cultist no Gun
|
|
pev->body = 0;
|
|
pev->skin = 0;
|
|
SetBodygroup( HEAD_GROUP, HEAD_UGLY );
|
|
SetBodygroup( GUN_GROUP, GUN_NONE );
|
|
break;
|
|
case 3: // Commander no Gun
|
|
pev->body = 0;
|
|
pev->skin = 0;
|
|
SetBodygroup( HEAD_GROUP, HEAD_GRIM );
|
|
SetBodygroup( GUN_GROUP, GUN_NONE );
|
|
break;
|
|
}
|
|
|
|
MonsterInitDead();
|
|
}
|