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https://github.com/FWGS/hlsdk-xash3d
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0a0952e186
* Use random sound array. * Use random sound array. * Use random sound array. * Use random sound array. * Use random sound array.
1164 lines
30 KiB
C++
1164 lines
30 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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// Agrunt - Dominant, warlike alien grunt monster
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "squadmonster.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "hornet.h"
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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_AGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
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SCHED_AGRUNT_THREAT_DISPLAY
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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_AGRUNT_SETUP_HIDE_ATTACK = LAST_COMMON_TASK + 1,
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TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE
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};
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int iAgruntMuzzleFlash;
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define AGRUNT_AE_HORNET1 ( 1 )
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#define AGRUNT_AE_HORNET2 ( 2 )
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#define AGRUNT_AE_HORNET3 ( 3 )
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#define AGRUNT_AE_HORNET4 ( 4 )
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#define AGRUNT_AE_HORNET5 ( 5 )
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// some events are set up in the QC file that aren't recognized by the code yet.
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#define AGRUNT_AE_PUNCH ( 6 )
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#define AGRUNT_AE_BITE ( 7 )
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#define AGRUNT_AE_LEFT_FOOT ( 10 )
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#define AGRUNT_AE_RIGHT_FOOT ( 11 )
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#define AGRUNT_AE_LEFT_PUNCH ( 12 )
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#define AGRUNT_AE_RIGHT_PUNCH ( 13 )
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#define AGRUNT_MELEE_DIST 100.0f
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class CAGrunt : public CSquadMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify( void );
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int ISoundMask( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void SetObjectCollisionBox( void )
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{
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pev->absmin = pev->origin + Vector( -32.0f, -32.0f, 0.0f );
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pev->absmax = pev->origin + Vector( 32.0f, 32.0f, 85.0f );
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}
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType( int Type );
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BOOL FCanCheckAttacks( void );
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BOOL CheckMeleeAttack1( float flDot, float flDist );
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BOOL CheckRangeAttack1( float flDot, float flDist );
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void StartTask( Task_t *pTask );
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void AlertSound( void );
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void DeathSound( void );
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void PainSound( void );
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void AttackSound( void );
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void PrescheduleThink( void );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
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int IRelationship( CBaseEntity *pTarget );
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void StopTalking( void );
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BOOL ShouldSpeak( void );
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CUSTOM_SCHEDULES
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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static const char *pAttackSounds[];
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static const char *pDieSounds[];
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static const char *pPainSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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BOOL m_fCanHornetAttack;
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float m_flNextHornetAttackCheck;
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float m_flNextPainTime;
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// three hacky fields for speech stuff. These don't really need to be saved.
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float m_flNextSpeakTime;
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float m_flNextWordTime;
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int m_iLastWord;
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};
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LINK_ENTITY_TO_CLASS( monster_alien_grunt, CAGrunt )
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TYPEDESCRIPTION CAGrunt::m_SaveData[] =
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{
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DEFINE_FIELD( CAGrunt, m_fCanHornetAttack, FIELD_BOOLEAN ),
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DEFINE_FIELD( CAGrunt, m_flNextHornetAttackCheck, FIELD_TIME ),
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DEFINE_FIELD( CAGrunt, m_flNextPainTime, FIELD_TIME ),
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DEFINE_FIELD( CAGrunt, m_flNextSpeakTime, FIELD_TIME ),
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DEFINE_FIELD( CAGrunt, m_flNextWordTime, FIELD_TIME ),
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DEFINE_FIELD( CAGrunt, m_iLastWord, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CAGrunt, CSquadMonster )
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const char *CAGrunt::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CAGrunt::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CAGrunt::pAttackSounds[] =
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{
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"agrunt/ag_attack1.wav",
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"agrunt/ag_attack2.wav",
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"agrunt/ag_attack3.wav",
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};
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const char *CAGrunt::pDieSounds[] =
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{
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"agrunt/ag_die1.wav",
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"agrunt/ag_die4.wav",
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"agrunt/ag_die5.wav",
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};
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const char *CAGrunt::pPainSounds[] =
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{
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"agrunt/ag_pain1.wav",
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"agrunt/ag_pain2.wav",
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"agrunt/ag_pain3.wav",
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"agrunt/ag_pain4.wav",
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"agrunt/ag_pain5.wav",
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};
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const char *CAGrunt::pIdleSounds[] =
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{
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"agrunt/ag_idle1.wav",
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"agrunt/ag_idle2.wav",
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"agrunt/ag_idle3.wav",
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"agrunt/ag_idle4.wav",
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};
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const char *CAGrunt::pAlertSounds[] =
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{
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"agrunt/ag_alert1.wav",
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"agrunt/ag_alert3.wav",
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"agrunt/ag_alert4.wav",
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"agrunt/ag_alert5.wav",
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};
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//=========================================================
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// IRelationship - overridden because Human Grunts are
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// Alien Grunt's nemesis.
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//=========================================================
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int CAGrunt::IRelationship( CBaseEntity *pTarget )
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{
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if( FClassnameIs( pTarget->pev, "monster_human_grunt" ) )
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{
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return R_NM;
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}
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return CSquadMonster::IRelationship( pTarget );
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}
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//=========================================================
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// ISoundMask
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//=========================================================
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int CAGrunt::ISoundMask( void )
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{
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return ( bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER | bits_SOUND_DANGER );
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}
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//=========================================================
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// TraceAttack
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//=========================================================
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void CAGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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{
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if( ptr->iHitgroup == 10 && ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) )
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{
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// hit armor
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if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) )
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{
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1.0f, 2.0f ) );
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pev->dmgtime = gpGlobals->time;
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}
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if( RANDOM_LONG( 0, 1 ) == 0 )
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{
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Vector vecTracerDir = vecDir;
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vecTracerDir.x += RANDOM_FLOAT( -0.3f, 0.3f );
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vecTracerDir.y += RANDOM_FLOAT( -0.3f, 0.3f );
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vecTracerDir.z += RANDOM_FLOAT( -0.3f, 0.3f );
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vecTracerDir = vecTracerDir * -512.0f;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, ptr->vecEndPos );
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WRITE_BYTE( TE_TRACER );
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WRITE_COORD( ptr->vecEndPos.x );
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WRITE_COORD( ptr->vecEndPos.y );
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WRITE_COORD( ptr->vecEndPos.z );
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WRITE_COORD( vecTracerDir.x );
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WRITE_COORD( vecTracerDir.y );
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WRITE_COORD( vecTracerDir.z );
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MESSAGE_END();
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}
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flDamage -= 20.0f;
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if( flDamage <= 0.0f )
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flDamage = 0.1f;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
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}
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else
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{
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SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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}
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
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}
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//=========================================================
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// StopTalking - won't speak again for 10-20 seconds.
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//=========================================================
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void CAGrunt::StopTalking( void )
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{
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m_flNextWordTime = m_flNextSpeakTime = gpGlobals->time + 10.0f + RANDOM_LONG( 0, 10 );
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}
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//=========================================================
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// ShouldSpeak - Should this agrunt be talking?
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//=========================================================
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BOOL CAGrunt::ShouldSpeak( void )
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{
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if( m_flNextSpeakTime > gpGlobals->time )
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{
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// my time to talk is still in the future.
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return FALSE;
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}
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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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// if gagged, don't talk outside of combat.
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// if not going to talk because of this, put the talk time
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// into the future a bit, so we don't talk immediately after
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// going into combat
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m_flNextSpeakTime = gpGlobals->time + 3.0f;
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return FALSE;
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}
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}
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return TRUE;
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}
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//=========================================================
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// PrescheduleThink
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//=========================================================
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void CAGrunt::PrescheduleThink( void )
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{
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if( ShouldSpeak() )
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{
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if( m_flNextWordTime < gpGlobals->time )
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{
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int num = -1;
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do
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{
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num = RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) - 1 );
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} while( num == m_iLastWord );
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m_iLastWord = num;
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// play a new sound
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, pIdleSounds[num], 1.0f, ATTN_NORM );
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// is this word our last?
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if( RANDOM_LONG( 1, 10 ) <= 1 )
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{
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// stop talking.
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StopTalking();
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}
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else
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{
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m_flNextWordTime = gpGlobals->time + RANDOM_FLOAT( 0.5f, 1.0f );
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}
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}
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}
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CAGrunt::DeathSound( void )
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{
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StopTalking();
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDieSounds ), 1.0f, ATTN_NORM );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CAGrunt::AlertSound( void )
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{
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StopTalking();
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0f, ATTN_NORM );
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CAGrunt::AttackSound( void )
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{
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StopTalking();
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0f, ATTN_NORM );
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CAGrunt::PainSound( void )
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{
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if( m_flNextPainTime > gpGlobals->time )
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{
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return;
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}
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m_flNextPainTime = gpGlobals->time + 0.6f;
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StopTalking();
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0f, ATTN_NORM );
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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 CAGrunt::Classify( void )
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{
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return CLASS_ALIEN_MILITARY;
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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 CAGrunt::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_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 110;
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break;
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default:
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ys = 100;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CAGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case AGRUNT_AE_HORNET1:
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case AGRUNT_AE_HORNET2:
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case AGRUNT_AE_HORNET3:
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case AGRUNT_AE_HORNET4:
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case AGRUNT_AE_HORNET5:
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{
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// m_vecEnemyLKP should be center of enemy body
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Vector vecArmPos, vecArmDir;
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Vector vecDirToEnemy;
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Vector angDir;
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if( HasConditions( bits_COND_SEE_ENEMY ) )
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{
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vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin );
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angDir = UTIL_VecToAngles( vecDirToEnemy );
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vecDirToEnemy = vecDirToEnemy.Normalize();
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}
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else
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{
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angDir = pev->angles;
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UTIL_MakeAimVectors( angDir );
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vecDirToEnemy = gpGlobals->v_forward;
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}
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pev->effects = EF_MUZZLEFLASH;
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// make angles +-180
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if( angDir.x > 180.0f )
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{
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angDir.x = angDir.x - 360.0f;
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}
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SetBlending( 0, angDir.x );
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GetAttachment( 0, vecArmPos, vecArmDir );
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vecArmPos = vecArmPos + vecDirToEnemy * 32.0f;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos );
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WRITE_BYTE( TE_SPRITE );
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WRITE_COORD( vecArmPos.x ); // pos
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WRITE_COORD( vecArmPos.y );
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WRITE_COORD( vecArmPos.z );
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WRITE_SHORT( iAgruntMuzzleFlash ); // model
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WRITE_BYTE( 6 ); // size * 10
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WRITE_BYTE( 128 ); // brightness
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MESSAGE_END();
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() );
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UTIL_MakeVectors( pHornet->pev->angles );
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pHornet->pev->velocity = gpGlobals->v_forward * 300.0f;
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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case 2:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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}
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CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer();
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if( pHornetMonster )
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{
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pHornetMonster->m_hEnemy = m_hEnemy;
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}
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}
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break;
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case AGRUNT_AE_LEFT_FOOT:
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switch( RANDOM_LONG( 0, 1 ) )
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{
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// left foot
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 );
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break;
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}
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break;
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case AGRUNT_AE_RIGHT_FOOT:
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// right foot
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0, 70 );
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case AGRUNT_AE_LEFT_PUNCH:
|
|
{
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB );
|
|
|
|
if( pHurt )
|
|
{
|
|
pHurt->pev->punchangle.y = -25.0f;
|
|
pHurt->pev->punchangle.x = 8.0f;
|
|
|
|
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
|
|
if( pHurt->IsPlayer() )
|
|
{
|
|
// this is a player. Knock him around.
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250.0f;
|
|
}
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0f, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
GetAttachment( 0, vecArmPos, vecArmAng );
|
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
|
|
}
|
|
else
|
|
{
|
|
// Play a random attack miss sound
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0f, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
}
|
|
}
|
|
break;
|
|
case AGRUNT_AE_RIGHT_PUNCH:
|
|
{
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB );
|
|
|
|
if( pHurt )
|
|
{
|
|
pHurt->pev->punchangle.y = 25.0f;
|
|
pHurt->pev->punchangle.x = 8.0f;
|
|
|
|
// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
|
|
if( pHurt->IsPlayer() )
|
|
{
|
|
// this is a player. Knock him around.
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250.0f;
|
|
}
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0f, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
GetAttachment( 0, vecArmPos, vecArmAng );
|
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
|
|
}
|
|
else
|
|
{
|
|
// Play a random attack miss sound
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0f, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
CSquadMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CAGrunt::Spawn()
|
|
{
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/agrunt.mdl" );
|
|
UTIL_SetSize( pev, Vector( -32.0f, -32.0f, 0.0f ), Vector( 32.0f, 32.0f, 64.0f ) );
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
pev->effects = 0;
|
|
pev->health = gSkillData.agruntHealth;
|
|
m_flFieldOfView = 0.2f;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
m_afCapability = 0;
|
|
m_afCapability |= bits_CAP_SQUAD;
|
|
|
|
m_HackedGunPos = Vector( 24.0f, 64.0f, 48.0f );
|
|
|
|
m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10.0f + RANDOM_LONG( 0, 10 );
|
|
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CAGrunt::Precache()
|
|
{
|
|
PRECACHE_MODEL( "models/agrunt.mdl" );
|
|
|
|
PRECACHE_SOUND_ARRAY( pAttackHitSounds );
|
|
PRECACHE_SOUND_ARRAY( pAttackMissSounds );
|
|
PRECACHE_SOUND_ARRAY( pIdleSounds );
|
|
PRECACHE_SOUND_ARRAY( pDieSounds );
|
|
PRECACHE_SOUND_ARRAY( pPainSounds );
|
|
PRECACHE_SOUND_ARRAY( pAttackSounds );
|
|
PRECACHE_SOUND_ARRAY( pAlertSounds );
|
|
|
|
PRECACHE_SOUND( "hassault/hw_shoot1.wav" );
|
|
|
|
iAgruntMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" );
|
|
|
|
UTIL_PrecacheOther( "hornet" );
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
// Fail Schedule
|
|
//=========================================================
|
|
Task_t tlAGruntFail[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT, 2.0f },
|
|
{ TASK_WAIT_PVS, 0.0f },
|
|
};
|
|
|
|
Schedule_t slAGruntFail[] =
|
|
{
|
|
{
|
|
tlAGruntFail,
|
|
ARRAYSIZE( tlAGruntFail ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK1,
|
|
0,
|
|
"AGrunt Fail"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Combat Fail Schedule
|
|
//=========================================================
|
|
Task_t tlAGruntCombatFail[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, 2.0f },
|
|
{ TASK_WAIT_PVS, 0.0f },
|
|
};
|
|
|
|
Schedule_t slAGruntCombatFail[] =
|
|
{
|
|
{
|
|
tlAGruntCombatFail,
|
|
ARRAYSIZE( tlAGruntCombatFail ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK1,
|
|
0,
|
|
"AGrunt Combat Fail"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Standoff schedule. Used in combat when a monster is
|
|
// hiding in cover or the enemy has moved out of sight.
|
|
// Should we look around in this schedule?
|
|
//=========================================================
|
|
Task_t tlAGruntStandoff[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0.0f },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, 2.0f },
|
|
};
|
|
|
|
Schedule_t slAGruntStandoff[] =
|
|
{
|
|
{
|
|
tlAGruntStandoff,
|
|
ARRAYSIZE( tlAGruntStandoff ),
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
bits_COND_SEE_ENEMY |
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_HEAR_SOUND,
|
|
bits_SOUND_DANGER,
|
|
"Agrunt Standoff"
|
|
}
|
|
};
|
|
|
|
//=========================================================
|
|
// Suppress
|
|
//=========================================================
|
|
Task_t tlAGruntSuppressHornet[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0.0f },
|
|
{ TASK_RANGE_ATTACK1, 0.0f },
|
|
};
|
|
|
|
Schedule_t slAGruntSuppress[] =
|
|
{
|
|
{
|
|
tlAGruntSuppressHornet,
|
|
ARRAYSIZE( tlAGruntSuppressHornet ),
|
|
0,
|
|
0,
|
|
"AGrunt Suppress Hornet",
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// primary range attacks
|
|
//=========================================================
|
|
Task_t tlAGruntRangeAttack1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0.0f },
|
|
{ TASK_FACE_ENEMY, 0.0f },
|
|
{ TASK_RANGE_ATTACK1, 0.0f },
|
|
};
|
|
|
|
Schedule_t slAGruntRangeAttack1[] =
|
|
{
|
|
{
|
|
tlAGruntRangeAttack1,
|
|
ARRAYSIZE( tlAGruntRangeAttack1 ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"AGrunt Range Attack1"
|
|
},
|
|
};
|
|
|
|
Task_t tlAGruntHiddenRangeAttack1[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_STANDOFF },
|
|
{ TASK_AGRUNT_SETUP_HIDE_ATTACK, 0 },
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, 0 },
|
|
{ TASK_RANGE_ATTACK1_NOTURN, (float)0 },
|
|
};
|
|
|
|
Schedule_t slAGruntHiddenRangeAttack[] =
|
|
{
|
|
{
|
|
tlAGruntHiddenRangeAttack1,
|
|
ARRAYSIZE ( tlAGruntHiddenRangeAttack1 ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND,
|
|
bits_SOUND_DANGER,
|
|
"AGrunt Hidden Range Attack1"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Take cover from enemy! Tries lateral cover before node
|
|
// cover!
|
|
//=========================================================
|
|
Task_t tlAGruntTakeCoverFromEnemy[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0.0f },
|
|
{ TASK_WAIT, 0.2f },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, 0.0f },
|
|
{ TASK_RUN_PATH, 0.0f },
|
|
{ TASK_WAIT_FOR_MOVEMENT, 0.0f },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
|
{ TASK_FACE_ENEMY, 0.0f },
|
|
};
|
|
|
|
Schedule_t slAGruntTakeCoverFromEnemy[] =
|
|
{
|
|
{
|
|
tlAGruntTakeCoverFromEnemy,
|
|
ARRAYSIZE( tlAGruntTakeCoverFromEnemy ),
|
|
bits_COND_NEW_ENEMY,
|
|
0,
|
|
"AGruntTakeCoverFromEnemy"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Victory dance!
|
|
//=========================================================
|
|
Task_t tlAGruntVictoryDance[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0.0f },
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_AGRUNT_THREAT_DISPLAY },
|
|
{ TASK_WAIT, 0.2f },
|
|
{ TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, 0.0f },
|
|
{ TASK_WALK_PATH, 0.0f },
|
|
{ TASK_WAIT_FOR_MOVEMENT, 0.0f },
|
|
{ TASK_FACE_ENEMY, 0.0f },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
|
|
};
|
|
|
|
Schedule_t slAGruntVictoryDance[] =
|
|
{
|
|
{
|
|
tlAGruntVictoryDance,
|
|
ARRAYSIZE( tlAGruntVictoryDance ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"AGruntVictoryDance"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Task_t tlAGruntThreatDisplay[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0.0f },
|
|
{ TASK_FACE_ENEMY, 0.0f },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY },
|
|
};
|
|
|
|
Schedule_t slAGruntThreatDisplay[] =
|
|
{
|
|
{
|
|
tlAGruntThreatDisplay,
|
|
ARRAYSIZE( tlAGruntThreatDisplay ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
bits_SOUND_PLAYER |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_WORLD,
|
|
"AGruntThreatDisplay"
|
|
},
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CAGrunt )
|
|
{
|
|
slAGruntFail,
|
|
slAGruntCombatFail,
|
|
slAGruntStandoff,
|
|
slAGruntSuppress,
|
|
slAGruntRangeAttack1,
|
|
slAGruntHiddenRangeAttack,
|
|
slAGruntTakeCoverFromEnemy,
|
|
slAGruntVictoryDance,
|
|
slAGruntThreatDisplay,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CAGrunt, CSquadMonster )
|
|
|
|
//=========================================================
|
|
// FCanCheckAttacks - this is overridden for alien grunts
|
|
// because they can use their smart weapons against unseen
|
|
// enemies. Base class doesn't attack anyone it can't see.
|
|
//=========================================================
|
|
BOOL CAGrunt::FCanCheckAttacks( void )
|
|
{
|
|
if( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
|
|
{
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckMeleeAttack1 - alien grunts zap the crap out of
|
|
// any enemy that gets too close.
|
|
//=========================================================
|
|
BOOL CAGrunt::CheckMeleeAttack1( float flDot, float flDist )
|
|
{
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) && flDist <= AGRUNT_MELEE_DIST && flDot >= 0.6f && m_hEnemy != 0 )
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1
|
|
//
|
|
// !!!LATER - we may want to load balance this. Several
|
|
// tracelines are done, so we may not want to do this every
|
|
// server frame. Definitely not while firing.
|
|
//=========================================================
|
|
BOOL CAGrunt::CheckRangeAttack1( float flDot, float flDist )
|
|
{
|
|
if( gpGlobals->time < m_flNextHornetAttackCheck )
|
|
{
|
|
return m_fCanHornetAttack;
|
|
}
|
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) && flDist >= AGRUNT_MELEE_DIST && flDist <= 1024.0f && flDot >= 0.5f && NoFriendlyFire() )
|
|
{
|
|
TraceResult tr;
|
|
Vector vecArmPos, vecArmDir;
|
|
|
|
// verify that a shot fired from the gun will hit the enemy before the world.
|
|
// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
|
|
UTIL_MakeVectors( pev->angles );
|
|
GetAttachment( 0, vecArmPos, vecArmDir );
|
|
//UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256.0f, ignore_monsters, ENT( pev ), &tr );
|
|
UTIL_TraceLine( vecArmPos, m_hEnemy->BodyTarget( vecArmPos ), dont_ignore_monsters, ENT( pev ), &tr );
|
|
|
|
if( tr.flFraction == 1.0f || tr.pHit == m_hEnemy->edict() )
|
|
{
|
|
m_flNextHornetAttackCheck = gpGlobals->time + RANDOM_FLOAT( 2.0f, 5.0f );
|
|
m_fCanHornetAttack = TRUE;
|
|
return m_fCanHornetAttack;
|
|
}
|
|
}
|
|
|
|
m_flNextHornetAttackCheck = gpGlobals->time + 0.2f;// don't check for half second if this check wasn't successful
|
|
m_fCanHornetAttack = FALSE;
|
|
return m_fCanHornetAttack;
|
|
}
|
|
|
|
//=========================================================
|
|
// StartTask
|
|
//=========================================================
|
|
void CAGrunt::StartTask( Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE:
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50.0f, bits_MF_TO_LOCATION, NULL ) )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
ALERT( at_aiconsole, "AGruntGetPathToEnemyCorpse failed!!\n" );
|
|
TaskFail();
|
|
}
|
|
}
|
|
break;
|
|
case TASK_AGRUNT_SETUP_HIDE_ATTACK:
|
|
// alien grunt shoots hornets back out into the open from a concealed location.
|
|
// try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
|
|
// ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.
|
|
CBaseMonster *pEnemyMonsterPtr;
|
|
|
|
pEnemyMonsterPtr = m_hEnemy->MyMonsterPointer();
|
|
|
|
if( pEnemyMonsterPtr )
|
|
{
|
|
Vector vecCenter;
|
|
TraceResult tr;
|
|
BOOL fSkip;
|
|
|
|
fSkip = FALSE;
|
|
vecCenter = Center();
|
|
|
|
UTIL_VecToAngles( m_vecEnemyLKP - pev->origin );
|
|
|
|
UTIL_TraceLine( Center() + gpGlobals->v_forward * 128.0f, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
|
|
if( tr.flFraction == 1.0f )
|
|
{
|
|
MakeIdealYaw( pev->origin + gpGlobals->v_right * 128.0f );
|
|
fSkip = TRUE;
|
|
TaskComplete();
|
|
}
|
|
|
|
if( !fSkip )
|
|
{
|
|
UTIL_TraceLine( Center() - gpGlobals->v_forward * 128.0f, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
|
|
if( tr.flFraction == 1.0f )
|
|
{
|
|
MakeIdealYaw( pev->origin - gpGlobals->v_right * 128.0f );
|
|
fSkip = TRUE;
|
|
TaskComplete();
|
|
}
|
|
}
|
|
|
|
if( !fSkip )
|
|
{
|
|
UTIL_TraceLine( Center() + gpGlobals->v_forward * 256.0f, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
|
|
if( tr.flFraction == 1.0f )
|
|
{
|
|
MakeIdealYaw( pev->origin + gpGlobals->v_right * 256.0f );
|
|
fSkip = TRUE;
|
|
TaskComplete();
|
|
}
|
|
}
|
|
|
|
if( !fSkip )
|
|
{
|
|
UTIL_TraceLine( Center() - gpGlobals->v_forward * 256.0f, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
|
|
if( tr.flFraction == 1.0f )
|
|
{
|
|
MakeIdealYaw( pev->origin - gpGlobals->v_right * 256.0f );
|
|
fSkip = TRUE;
|
|
TaskComplete();
|
|
}
|
|
}
|
|
|
|
if( !fSkip )
|
|
{
|
|
TaskFail();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ALERT( at_aiconsole, "AGRunt - no enemy monster ptr!!!\n" );
|
|
TaskFail();
|
|
}
|
|
break;
|
|
default:
|
|
CSquadMonster::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSchedule - Decides which type of schedule best suits
|
|
// the monster's current state and conditions. Then calls
|
|
// monster's member function to get a pointer to a schedule
|
|
// of the proper type.
|
|
//=========================================================
|
|
Schedule_t *CAGrunt::GetSchedule( void )
|
|
{
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) )
|
|
{
|
|
// dangerous sound nearby!
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
}
|
|
|
|
switch( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return CBaseMonster::GetSchedule();
|
|
}
|
|
|
|
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_WAKE_ANGRY );
|
|
}
|
|
|
|
// zap player!
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
AttackSound();// this is a total hack. Should be parto f the schedule
|
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
|
}
|
|
|
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
}
|
|
|
|
// can attack
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot ( bits_SLOTS_AGRUNT_HORNET ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
if( OccupySlot ( bits_SLOT_AGRUNT_CHASE ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_CHASE_ENEMY );
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return CSquadMonster::GetSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t *CAGrunt::GetScheduleOfType( int Type )
|
|
{
|
|
switch( Type )
|
|
{
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
return &slAGruntTakeCoverFromEnemy[0];
|
|
break;
|
|
case SCHED_RANGE_ATTACK1:
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
//normal attack
|
|
return &slAGruntRangeAttack1[0];
|
|
}
|
|
else
|
|
{
|
|
// attack an unseen enemy
|
|
// return &slAGruntHiddenRangeAttack[0];
|
|
return &slAGruntRangeAttack1[0];
|
|
}
|
|
break;
|
|
case SCHED_AGRUNT_THREAT_DISPLAY:
|
|
return &slAGruntThreatDisplay[0];
|
|
break;
|
|
case SCHED_AGRUNT_SUPPRESS:
|
|
return &slAGruntSuppress[0];
|
|
break;
|
|
case SCHED_STANDOFF:
|
|
return &slAGruntStandoff[0];
|
|
break;
|
|
case SCHED_VICTORY_DANCE:
|
|
return &slAGruntVictoryDance[0];
|
|
break;
|
|
case SCHED_FAIL:
|
|
// no fail schedule specified, so pick a good generic one.
|
|
{
|
|
if( m_hEnemy != 0 )
|
|
{
|
|
// I have an enemy
|
|
// !!!LATER - what if this enemy is really far away and i'm chasing him?
|
|
// this schedule will make me stop, face his last known position for 2
|
|
// seconds, and then try to move again
|
|
return &slAGruntCombatFail[0];
|
|
}
|
|
|
|
return &slAGruntFail[0];
|
|
}
|
|
break;
|
|
}
|
|
|
|
return CSquadMonster::GetScheduleOfType( Type );
|
|
}
|