mirror of https://github.com/FWGS/hlsdk-xash3d
1463 lines
38 KiB
C++
Executable File
1463 lines
38 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.
|
|
*
|
|
****/
|
|
//=========================================================
|
|
// Orderly
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
// Hit groups!
|
|
//=========================================================
|
|
/*
|
|
|
|
1 - Head
|
|
2 - Stomach
|
|
3 - Gun
|
|
|
|
*/
|
|
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "plane.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "schedule.h"
|
|
#include "animation.h"
|
|
#include "squadmonster.h"
|
|
#include "weapons.h"
|
|
#include "talkmonster.h"
|
|
#include "soundent.h"
|
|
#include "effects.h"
|
|
#include "customentity.h"
|
|
|
|
int g_fOrderlyQuestion; // true if an idle orderly asked a question. Cleared when someone answers.
|
|
|
|
extern DLL_GLOBAL int g_iSkillLevel;
|
|
|
|
//=========================================================
|
|
// monster-specific DEFINE's
|
|
//=========================================================
|
|
#define ORDERLY_VOL 0.70 // volume of orderly sounds
|
|
#define ORDERLY_ATTN ATTN_NORM // attenutation of orderlyist sentences
|
|
#define ORDERLY_LIMP_HEALTH 20
|
|
#define ORDERLY_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a orderly with a single headshot.
|
|
#define ORDERLY_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
|
|
#define ORDERLY_SENTENCE_VOLUME (float)0.70 // volume of orderly sentences
|
|
|
|
//=========================================================
|
|
// Monster's Anim Events Go Here
|
|
//=========================================================
|
|
#define ORDERLY_AE_PUNCH ( 1 )
|
|
#define ORDERLY_AE_CAUGHT_ENEMY ( 2 ) // orderly established sight with an enemy (player only) that had previously eluded the squad.
|
|
|
|
//=========================================================
|
|
// monster-specific schedule types
|
|
//=========================================================
|
|
enum
|
|
{
|
|
SCHED_ORDERLY_SWEEP = LAST_COMMON_SCHEDULE + 1,
|
|
SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
|
|
SCHED_ORDERLY_FOUND_ENEMY,
|
|
SCHED_ORDERLY_WAIT_FACE_ENEMY,
|
|
SCHED_ORDERLY_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
|
|
SCHED_ORDERLY_ELOF_FAIL,
|
|
};
|
|
|
|
//=========================================================
|
|
// monster-specific tasks
|
|
//=========================================================
|
|
enum
|
|
{
|
|
TASK_ORDERLY_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
|
|
TASK_ORDERLY_SPEAK_SENTENCE,
|
|
TASK_ORDERLY_CHECK_FIRE,
|
|
};
|
|
|
|
//=========================================================
|
|
// monster-specific conditions
|
|
//=========================================================
|
|
#define bits_COND_ORDERLY_NOFIRE ( bits_COND_SPECIAL1 )
|
|
|
|
|
|
#include "orderly.h"
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_orderly, COrderly );
|
|
|
|
TYPEDESCRIPTION COrderly::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( COrderly, m_flNextPainTime, FIELD_TIME ),
|
|
DEFINE_FIELD( COrderly, m_fStanding, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( COrderly, m_fFirstEncounter, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( COrderly, m_voicePitch, FIELD_INTEGER ),
|
|
DEFINE_FIELD( COrderly, m_iSentence, FIELD_INTEGER ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( COrderly, CSquadMonster );
|
|
|
|
const char *COrderly::pOrderlySentences[] =
|
|
{
|
|
"ORDERLY_GREN", // grenade scared orderly
|
|
"ORDERLY_ALERT", // sees player
|
|
"ORDERLY_COVER", // running to cover
|
|
"ORDERLY_CHARGE", // running out to get the enemy
|
|
"ORDERLY_TAUNT", // say rude things
|
|
};
|
|
|
|
enum
|
|
{
|
|
ORDERLY_SENT_NONE = -1,
|
|
ORDERLY_SENT_GREN = 0,
|
|
ORDERLY_SENT_ALERT,
|
|
ORDERLY_SENT_COVER,
|
|
ORDERLY_SENT_CHARGE,
|
|
ORDERLY_SENT_TAUNT,
|
|
} ORDERLY_SENTENCE_TYPES;
|
|
|
|
//=========================================================
|
|
// Speak Sentence - say your cued up sentence.
|
|
//
|
|
// Some orderly sentences (take cover and charge) rely on actually
|
|
// being able to execute the intended action. It's really lame
|
|
// when a orderly says 'COVER ME' and then doesn't move. The problem
|
|
// is that the sentences were played when the decision to TRY
|
|
// to move to cover was made. Now the sentence is played after
|
|
// we know for sure that there is a valid path. The schedule
|
|
// may still fail but in most cases, well after the orderly has
|
|
// started moving.
|
|
//=========================================================
|
|
void COrderly :: SpeakSentence( void )
|
|
{
|
|
if ( m_iSentence == ORDERLY_SENT_NONE )
|
|
{
|
|
// no sentence cued up.
|
|
return;
|
|
}
|
|
|
|
if (FOkToSpeak())
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), pOrderlySentences[ m_iSentence ], ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GibMonster - make gun fly through the air.
|
|
//=========================================================
|
|
void COrderly :: GibMonster ( void )
|
|
{
|
|
CBaseMonster :: GibMonster();
|
|
}
|
|
|
|
//=========================================================
|
|
// ISoundMask - Overidden for human orderlies because they
|
|
// hear the DANGER sound that is made by hand grenades and
|
|
// other dangerous items.
|
|
//=========================================================
|
|
int COrderly :: ISoundMask ( void )
|
|
{
|
|
return bits_SOUND_WORLD |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_PLAYER |
|
|
bits_SOUND_DANGER;
|
|
}
|
|
|
|
//=========================================================
|
|
// someone else is talking - don't speak
|
|
//=========================================================
|
|
BOOL COrderly :: FOkToSpeak( void )
|
|
{
|
|
// if someone else is talking, don't speak
|
|
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
|
|
return FALSE;
|
|
|
|
if ( pev->spawnflags & SF_MONSTER_GAG )
|
|
{
|
|
if ( m_MonsterState != MONSTERSTATE_COMBAT )
|
|
{
|
|
// no talking outside of combat if gagged.
|
|
return FALSE;
|
|
}
|
|
}
|
|
// if player is not in pvs, don't speak
|
|
// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
|
|
// return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void COrderly :: JustSpoke( void )
|
|
{
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
|
|
m_iSentence = ORDERLY_SENT_NONE;
|
|
}
|
|
|
|
//=========================================================
|
|
// PrescheduleThink - this function runs after conditions
|
|
// are collected and before scheduling code is run.
|
|
//=========================================================
|
|
void COrderly :: PrescheduleThink ( void )
|
|
{
|
|
if ( InSquad() && m_hEnemy != NULL )
|
|
{
|
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
// update the squad's last enemy sighting time.
|
|
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
|
|
}
|
|
else
|
|
{
|
|
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
|
|
{
|
|
// been a while since we've seen the enemy
|
|
MySquadLeader()->m_fEnemyEluded = TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// FCanCheckAttacks - this is overridden.
|
|
//=========================================================
|
|
BOOL COrderly :: FCanCheckAttacks ( void )
|
|
{
|
|
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
|
|
{
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CheckMeleeAttack1
|
|
//=========================================================
|
|
BOOL COrderly :: CheckMeleeAttack1 ( float flDot, float flDist )
|
|
{
|
|
CBaseMonster *pEnemy;
|
|
|
|
if ( m_hEnemy != NULL )
|
|
{
|
|
pEnemy = m_hEnemy->MyMonsterPointer();
|
|
|
|
if ( !pEnemy )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if ( flDist <= 64 && flDot >= 0.7 &&
|
|
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
|
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - overridden for orderlies.
|
|
//=========================================================
|
|
BOOL COrderly :: CheckRangeAttack1 ( float flDot, float flDist )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack2 - this checks the orderlies (non-existant) second range
|
|
// attack.
|
|
//=========================================================
|
|
BOOL COrderly :: CheckRangeAttack2 ( float flDot, float flDist )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// TraceAttack - make sure we're not taking it in the helmet
|
|
//=========================================================
|
|
void COrderly :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
// check for helmet shot
|
|
if (ptr->iHitgroup == 11)
|
|
{
|
|
// it's head shot anyways
|
|
ptr->iHitgroup = HITGROUP_HEAD;
|
|
}
|
|
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// TakeDamage - overridden for the orderly because the orderly
|
|
// needs to forget that he is in cover if he's hurt. (Obviously
|
|
// not in a safe place anymore).
|
|
//=========================================================
|
|
int COrderly :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
{
|
|
Forget( bits_MEMORY_INCOVER );
|
|
|
|
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
}
|
|
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void COrderly :: SetYawSpeed ( void )
|
|
{
|
|
int ys;
|
|
|
|
switch ( m_Activity )
|
|
{
|
|
case ACT_IDLE:
|
|
ys = 150;
|
|
break;
|
|
case ACT_RUN:
|
|
ys = 150;
|
|
break;
|
|
case ACT_WALK:
|
|
ys = 180;
|
|
break;
|
|
case ACT_RANGE_ATTACK1:
|
|
ys = 120;
|
|
break;
|
|
case ACT_RANGE_ATTACK2:
|
|
ys = 120;
|
|
break;
|
|
case ACT_MELEE_ATTACK1:
|
|
ys = 120;
|
|
break;
|
|
case ACT_MELEE_ATTACK2:
|
|
ys = 120;
|
|
break;
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
ys = 180;
|
|
break;
|
|
case ACT_GLIDE:
|
|
case ACT_FLY:
|
|
ys = 30;
|
|
break;
|
|
default:
|
|
ys = 90;
|
|
break;
|
|
}
|
|
|
|
pev->yaw_speed = ys;
|
|
}
|
|
|
|
void COrderly :: IdleSound( void )
|
|
{
|
|
if (FOkToSpeak() && (g_fOrderlyQuestion || RANDOM_LONG(0,1)))
|
|
{
|
|
if (!g_fOrderlyQuestion)
|
|
{
|
|
// ask question or make statement
|
|
switch (RANDOM_LONG(0,2))
|
|
{
|
|
case 0: // check in
|
|
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_CHECK", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
g_fOrderlyQuestion = 1;
|
|
break;
|
|
case 1: // question
|
|
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_QUEST", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
g_fOrderlyQuestion = 2;
|
|
break;
|
|
case 2: // statement
|
|
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_IDLE", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (g_fOrderlyQuestion)
|
|
{
|
|
case 1: // check in
|
|
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_CLEAR", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
break;
|
|
case 2: // question
|
|
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_ANSWER", ORDERLY_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
break;
|
|
}
|
|
g_fOrderlyQuestion = 0;
|
|
}
|
|
JustSpoke();
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int COrderly :: Classify ( void )
|
|
{
|
|
return m_iClass?m_iClass:CLASS_HUMAN_MILITARY;
|
|
}
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void COrderly :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
Vector vecShootDir;
|
|
Vector vecShootOrigin;
|
|
|
|
switch( pEvent->event )
|
|
{
|
|
case ORDERLY_AE_PUNCH:
|
|
{
|
|
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 ORDERLY_AE_CAUGHT_ENEMY:
|
|
{
|
|
if ( FOkToSpeak() )
|
|
{
|
|
SENTENCEG_PlayRndSz(ENT(pev), "ORDERLY_ALERT", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
|
|
}
|
|
|
|
default:
|
|
CSquadMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void COrderly :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/monsters/orderly.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 = ORDERLY_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 orderly spawns, because he hasn't encountered an enemy yet.
|
|
|
|
m_HackedGunPos = Vector ( 0, 0, 19 );
|
|
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void COrderly :: Precache()
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/monsters/orderly.mdl");
|
|
|
|
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("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;
|
|
}
|
|
|
|
//=========================================================
|
|
// start task
|
|
//=========================================================
|
|
void COrderly :: StartTask ( Task_t *pTask )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_ORDERLY_CHECK_FIRE:
|
|
if ( !NoFriendlyFire() )
|
|
{
|
|
SetConditions( bits_COND_ORDERLY_NOFIRE );
|
|
}
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_ORDERLY_SPEAK_SENTENCE:
|
|
SpeakSentence();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_WALK_PATH:
|
|
case TASK_RUN_PATH:
|
|
// orderly no longer assumes he is covered if he moves
|
|
Forget( bits_MEMORY_INCOVER );
|
|
CSquadMonster ::StartTask( pTask );
|
|
break;
|
|
|
|
case TASK_ORDERLY_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 COrderly :: RunTask ( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_ORDERLY_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 COrderly :: 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 COrderly :: 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
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
// OrderlyFail
|
|
//=========================================================
|
|
Task_t tlOrderlyFail[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT, (float)2 },
|
|
{ TASK_WAIT_PVS, (float)0 },
|
|
};
|
|
|
|
Schedule_t slOrderlyFail[] =
|
|
{
|
|
{
|
|
tlOrderlyFail,
|
|
ARRAYSIZE ( tlOrderlyFail ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_RANGE_ATTACK2 |
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK2,
|
|
0,
|
|
"Orderly Fail"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Orderly Combat Fail
|
|
//=========================================================
|
|
Task_t tlOrderlyCombatFail[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
|
{ TASK_WAIT_PVS, (float)0 },
|
|
};
|
|
|
|
Schedule_t slOrderlyCombatFail[] =
|
|
{
|
|
{
|
|
tlOrderlyCombatFail,
|
|
ARRAYSIZE ( tlOrderlyCombatFail ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_RANGE_ATTACK2,
|
|
0,
|
|
"Orderly Combat Fail"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Victory dance!
|
|
//=========================================================
|
|
Task_t tlOrderlyVictoryDance[] =
|
|
{
|
|
{ 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 slOrderlyVictoryDance[] =
|
|
{
|
|
{
|
|
tlOrderlyVictoryDance,
|
|
ARRAYSIZE ( tlOrderlyVictoryDance ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"OrderlyVictoryDance"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Establish line of fire - move to a position that allows
|
|
// the orderly to attack.
|
|
//=========================================================
|
|
Task_t tlOrderlyEstablishLineOfFire[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ORDERLY_ELOF_FAIL },
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_SPEAK_SENTENCE,(float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
};
|
|
|
|
Schedule_t slOrderlyEstablishLineOfFire[] =
|
|
{
|
|
{
|
|
tlOrderlyEstablishLineOfFire,
|
|
ARRAYSIZE ( tlOrderlyEstablishLineOfFire ),
|
|
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,
|
|
"OrderlyEstablishLineOfFire"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// OrderlyFoundEnemy - orderly established sight with an enemy
|
|
// that was hiding from the squad.
|
|
//=========================================================
|
|
Task_t tlOrderlyFoundEnemy[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
|
|
};
|
|
|
|
Schedule_t slOrderlyFoundEnemy[] =
|
|
{
|
|
{
|
|
tlOrderlyFoundEnemy,
|
|
ARRAYSIZE ( tlOrderlyFoundEnemy ),
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"OrderlyFoundEnemy"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// OrderlyCombatFace Schedule
|
|
//=========================================================
|
|
Task_t tlOrderlyCombatFace1[] =
|
|
{
|
|
{ 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_ORDERLY_SWEEP },
|
|
};
|
|
|
|
Schedule_t slOrderlyCombatFace[] =
|
|
{
|
|
{
|
|
tlOrderlyCombatFace1,
|
|
ARRAYSIZE ( tlOrderlyCombatFace1 ),
|
|
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 Orderly gets hurt.
|
|
//=========================================================
|
|
Task_t tlOrderlySignalSuppress[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slOrderlySignalSuppress[] =
|
|
{
|
|
{
|
|
tlOrderlySignalSuppress,
|
|
ARRAYSIZE ( tlOrderlySignalSuppress ),
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_ORDERLY_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"SignalSuppress"
|
|
},
|
|
};
|
|
|
|
Task_t tlOrderlySuppress[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slOrderlySuppress[] =
|
|
{
|
|
{
|
|
tlOrderlySuppress,
|
|
ARRAYSIZE ( tlOrderlySuppress ),
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_ORDERLY_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Suppress"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// Orderly wait in cover - we don't allow danger or the ability
|
|
// to attack to break a Orderly's run to cover schedule, but
|
|
// when a Orderly is in cover, we do want them to attack if they can.
|
|
//=========================================================
|
|
Task_t tlOrderlyWaitInCover[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
|
};
|
|
|
|
Schedule_t slOrderlyWaitInCover[] =
|
|
{
|
|
{
|
|
tlOrderlyWaitInCover,
|
|
ARRAYSIZE ( tlOrderlyWaitInCover ),
|
|
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,
|
|
"OrderlyWaitInCover"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// run to cover.
|
|
// !!!BUGBUG - set a decent fail schedule here.
|
|
//=========================================================
|
|
Task_t tlOrderlyTakeCover1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ORDERLY_TAKECOVER_FAILED },
|
|
{ TASK_WAIT, (float)0.2 },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
|
{ TASK_ORDERLY_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_ORDERLY_WAIT_FACE_ENEMY },
|
|
};
|
|
|
|
Schedule_t slOrderlyTakeCover[] =
|
|
{
|
|
{
|
|
tlOrderlyTakeCover1,
|
|
ARRAYSIZE ( tlOrderlyTakeCover1 ),
|
|
0,
|
|
0,
|
|
"TakeCover"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// hide from the loudest sound source (to run from grenade)
|
|
//=========================================================
|
|
Task_t tlOrderlyTakeCoverFromBestSound[] =
|
|
{
|
|
{ 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 slOrderlyTakeCoverFromBestSound[] =
|
|
{
|
|
{
|
|
tlOrderlyTakeCoverFromBestSound,
|
|
ARRAYSIZE ( tlOrderlyTakeCoverFromBestSound ),
|
|
0,
|
|
0,
|
|
"OrderlyTakeCoverFromBestSound"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Orderly reload schedule
|
|
//=========================================================
|
|
Task_t tlOrderlyHideReload[] =
|
|
{
|
|
{ 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 slOrderlyHideReload[] =
|
|
{
|
|
{
|
|
tlOrderlyHideReload,
|
|
ARRAYSIZE ( tlOrderlyHideReload ),
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"OrderlyHideReload"
|
|
}
|
|
};
|
|
|
|
//=========================================================
|
|
// Do a turning sweep of the area
|
|
//=========================================================
|
|
Task_t tlOrderlySweep[] =
|
|
{
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_WAIT, (float)1 },
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_WAIT, (float)1 },
|
|
};
|
|
|
|
Schedule_t slOrderlySweep[] =
|
|
{
|
|
{
|
|
tlOrderlySweep,
|
|
ARRAYSIZE ( tlOrderlySweep ),
|
|
|
|
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,
|
|
|
|
"Orderly Sweep"
|
|
},
|
|
};
|
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( COrderly )
|
|
{
|
|
slOrderlyFail,
|
|
slOrderlyCombatFail,
|
|
slOrderlyVictoryDance,
|
|
slOrderlyEstablishLineOfFire,
|
|
slOrderlyFoundEnemy,
|
|
slOrderlyCombatFace,
|
|
slOrderlySignalSuppress,
|
|
slOrderlySuppress,
|
|
slOrderlyWaitInCover,
|
|
slOrderlyTakeCover,
|
|
slOrderlyTakeCoverFromBestSound,
|
|
slOrderlyHideReload,
|
|
slOrderlySweep,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( COrderly, CSquadMonster );
|
|
|
|
//=========================================================
|
|
// SetActivity
|
|
//=========================================================
|
|
void COrderly :: 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))
|
|
{
|
|
m_fStanding = 0;
|
|
}
|
|
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "ref_shoot_kosh" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouch_shoot_kosh" );
|
|
}
|
|
break;
|
|
case ACT_RUN:
|
|
if ( pev->health <= ORDERLY_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 <= ORDERLY_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 *COrderly :: GetSchedule( void )
|
|
{
|
|
|
|
// clear old sentence
|
|
m_iSentence = ORDERLY_SENT_NONE;
|
|
|
|
// orderlies 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 orderly's signal that a grenade has landed nearby,
|
|
// and the orderly 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), "ORDERLY_GREN", ORDERLY_SENTENCE_VOLUME, ORDERLY_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 orderlies 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), "ORDERLY_ALERT", ORDERLY_SENTENCE_VOLUME, ORDERLY_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), "ORDERLY_MONST", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
|
|
*/
|
|
|
|
JustSpoke();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 orderly was hit and is going to run to cover.
|
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
|
{
|
|
//SENTENCEG_PlayRndSz( ENT(pev), "ORDERLY_COVER", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
|
|
m_iSentence = ORDERLY_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't see enemy
|
|
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
|
{
|
|
if ( OccupySlot( bits_SLOTS_ORDERLY_ENGAGE ) )
|
|
{
|
|
//!!!KELLY - orderly cannot see the enemy and has just decided to
|
|
// charge the enemy's position.
|
|
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
|
{
|
|
//SENTENCEG_PlayRndSz( ENT(pev), "ORDERLY_CHARGE", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
|
|
m_iSentence = ORDERLY_SENT_CHARGE;
|
|
//JustSpoke();
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
else
|
|
{
|
|
//!!!KELLY - orderly is going to stay put for a couple seconds to see if
|
|
// the enemy wanders back out into the open, or approaches the
|
|
// orderly's covered position. Good place for a taunt, I guess?
|
|
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), "ORDERLY_TAUNT", ORDERLY_SENTENCE_VOLUME, ORDERLY_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
}
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// no special cases here, call the base class
|
|
return CSquadMonster :: GetSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t* COrderly :: GetScheduleOfType ( int Type )
|
|
{
|
|
switch ( Type )
|
|
{
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
return &slOrderlyTakeCover[ 0 ];
|
|
}
|
|
else
|
|
{
|
|
return &slOrderlyTakeCover[ 0 ];
|
|
}
|
|
}
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
{
|
|
return &slOrderlyTakeCoverFromBestSound[ 0 ];
|
|
}
|
|
case SCHED_ORDERLY_TAKECOVER_FAILED:
|
|
{
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_ORDERLY_ENGAGE ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
return GetScheduleOfType ( SCHED_FAIL );
|
|
}
|
|
break;
|
|
case SCHED_ORDERLY_ELOF_FAIL:
|
|
{
|
|
// human orderly is unable to move to a position that allows him to attack the enemy.
|
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
break;
|
|
case SCHED_ORDERLY_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
return &slOrderlyEstablishLineOfFire[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_COMBAT_FACE:
|
|
{
|
|
return &slOrderlyCombatFace[ 0 ];
|
|
}
|
|
case SCHED_ORDERLY_WAIT_FACE_ENEMY:
|
|
{
|
|
return &slOrderlyWaitInCover[ 0 ];
|
|
}
|
|
case SCHED_ORDERLY_SWEEP:
|
|
{
|
|
return &slOrderlySweep[ 0 ];
|
|
}
|
|
case SCHED_ORDERLY_FOUND_ENEMY:
|
|
{
|
|
return &slOrderlyFoundEnemy[ 0 ];
|
|
}
|
|
case SCHED_VICTORY_DANCE:
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
if ( !IsLeader() )
|
|
{
|
|
return &slOrderlyFail[ 0 ];
|
|
}
|
|
}
|
|
|
|
return &slOrderlyVictoryDance[ 0 ];
|
|
}
|
|
case SCHED_FAIL:
|
|
{
|
|
if ( m_hEnemy != NULL )
|
|
{
|
|
// orderly has an enemy, so pick a different default fail schedule most likely to help recover.
|
|
return &slOrderlyCombatFail[ 0 ];
|
|
}
|
|
|
|
return &slOrderlyFail[ 0 ];
|
|
}
|
|
default:
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// DEAD ORDERLY PROP
|
|
//=========================================================
|
|
|
|
char *CDeadOrderly::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
|
|
|
|
void CDeadOrderly::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_orderly_dead, CDeadOrderly );
|
|
|
|
//=========================================================
|
|
// ********** DeadOrderly SPAWN **********
|
|
//=========================================================
|
|
void CDeadOrderly :: Spawn( void )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/monsters/orderly.mdl");
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/monsters/orderly.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 orderly with bad pose\n" );
|
|
}
|
|
|
|
// Corpses have less health
|
|
pev->health = 8;
|
|
|
|
MonsterInitDead();
|
|
}
|