Paranoia2_original/dlls/paranoia_military.cpp

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/***
*
* Copyright (c) 2006. All rights reserved.
* Paranoia military human class, based on valve's hgrunt class
* Written by BUzer
*
****/
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "scripted.h" //LRC
#include "rushscript.h" // buz
#include "player.h" // buz
#include "monster_head_controller.h"//MaSTeR
extern DLL_GLOBAL int g_iSkillLevel;
#define SF_HAS_FLASHLIGHT 4096
#define SF_TOGGLE_FLASHLIGHT 8192
#define SF_FLASHLIGHT_ON 16384
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define MIL_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define MIL_VOL 0.35 // volume of grunt sounds
#define MIL_ATTN ATTN_NORM // attenutation of grunt sentences
#define MIL_LIMP_HEALTH 20
#define MIL_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
// ammunition types
#define MIL_AKONLY 0
#define MIL_GRENADES 1
#define MIL_GUN_GROUP 2
#define MIL_GUN_AK 0
#define MIL_GUN_NONE 1
#define MIL_HEAD_GROUP 0
#define MIL_HEAD_GASMASK 2
#define MIL_GASMASK_GROUP 3
#define MIL_STUFF_GROUP 4
TYPEDESCRIPTION CHeadController::m_SaveData[] =
{
DEFINE_FIELD( CHeadController, m_iLightLevel, FIELD_INTEGER ),
DEFINE_FIELD( CHeadController, m_iBackwardLen, FIELD_INTEGER ),
DEFINE_FIELD( CHeadController, m_hOwner, FIELD_EHANDLE ),
}; IMPLEMENT_SAVERESTORE( CHeadController, CBaseEntity );
LINK_ENTITY_TO_CLASS( head_flashlight, CFlashlight );
LINK_ENTITY_TO_CLASS( head_controller, CHeadController );
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define MIL_AE_RELOAD ( 2 )
#define MIL_AE_KICK ( 3 )
#define MIL_AE_BURST1 ( 4 )
#define MIL_AE_BURST2 ( 5 )
#define MIL_AE_BURST3 ( 6 )
#define MIL_AE_GREN_TOSS ( 7 )
//#define MIL_AE_GREN_LAUNCH ( 8 )
#define MIL_AE_GREN_DROP ( 9 )
#define MIL_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define MIL_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
#define MIL_AE_FLASHLIGHT ( 12)
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_MIL_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1,
SCHED_MIL_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_MIL_COVER_AND_RELOAD,
SCHED_MIL_SWEEP,
SCHED_MIL_FOUND_ENEMY,
SCHED_MIL_REPEL,
SCHED_MIL_REPEL_ATTACK,
SCHED_MIL_REPEL_LAND,
SCHED_MIL_WAIT_FACE_ENEMY,
SCHED_MIL_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_MIL_ELOF_FAIL,
SCHED_MIL_DUCK_COVER_WAIT, // buz
SCHED_MIL_FLASHLIGHT, //Toggle flashlight
SCHED_MIL_WALKBACK_FIRE, //Walk backward and fire
SCHED_INFECTED_FIRINGWALK,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_MIL_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1,
TASK_MIL_SPEAK_SENTENCE,
TASK_MIL_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_MIL_NOFIRE ( bits_COND_SPECIAL1 )
class CMilitary : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed ( void );
int Classify ( void );
int ISoundMask ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void InitFlashlight( void );
void InitHeadController( void );
void ToggleFlashlight ( void );
BOOL FCanCheckAttacks ( void );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void CheckAmmo ( void );
void SetActivity ( Activity NewActivity );
void StartTask ( Task_t *pTask );
void RunTask ( Task_t *pTask );
void DeathSound( void );
void PainSound( void );
// void IdleSound ( void );
Vector GetGunPosition( void );
virtual void Shoot ( void );
// void Shotgun ( void );
// void PrescheduleThink ( void );
void GibMonster( void );
void SpeakSentence( void );
BOOL NoFriendlyFire(void); // buz
void TalkInit(); // buz
void DeclineFollowing(); //buz
virtual BOOL GetEnemy ( void ); // buz
void BlockedByPlayer ( CBasePlayer *pBlocker ); // buz
void TalkAboutDeadFriend( CTalkMonster *pfriend );
// buz: overriden for grunts to fix model's bugs...
virtual void SetEyePosition ( void )
{
Vector vecEyePosition;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
GetEyePosition( pmodel, vecEyePosition );
pev->view_ofs = vecEyePosition;
if ( pev->view_ofs == g_vecZero )
{
pev->view_ofs = Vector(0, 0 ,73);
// ALERT ( at_aiconsole, "using default view ofs for %s\n", STRING ( pev->classname ) );
}
}
// buz: overriden for soldiers - eye position is differs when monster is crouching
virtual Vector EyePosition( )
{
if (m_Activity == ACT_TWITCH)
return pev->origin + Vector(0, 0, 36);
return pev->origin + pev->view_ofs;
}
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>. <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
virtual int ObjectCaps( void ) { if (pev->deadflag == DEAD_NO) return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE | FCAP_DISTANCE_USE; else return CTalkMonster::ObjectCaps(); }
int Save( CSave &save );
int Restore( CRestore &restore );
CBaseEntity *Kick( void );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
// int IRelationship ( CBaseEntity *pTarget ); // buz: use talkmoster's relationship
BOOL FOkToSpeak( void );
void JustSpoke( void );
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
//MaSTeR: Flashlight and head controller
CFlashlight *pFlashlight;
CHeadController *pHeadController;
Vector m_vecTossVelocity;
// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> TRUE. <20><><EFBFBD><EFBFBD><EFBFBD> FALSE. (1.1)
BOOL m_fEnemyFromPlayer;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
// BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iBrassShell;
// int m_iShotgunShell;
int m_iSentence;
// buz
int m_iNoGasDamage;
int m_iLastFireCheckResult; // buz. 1-only crouch, 2-only standing, 0-any
static const char *pGruntSentences[];
};
LINK_ENTITY_TO_CLASS( monster_human_military, CMilitary );
TYPEDESCRIPTION CMilitary::m_SaveData[] =
{
DEFINE_FIELD( CMilitary, m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( CMilitary, m_flNextPainTime, FIELD_TIME ),
DEFINE_FIELD( CMilitary, m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CMilitary, m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( CMilitary, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CMilitary, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CMilitary, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( CMilitary, m_iSentence, FIELD_INTEGER ),
DEFINE_FIELD( CMilitary, m_iNoGasDamage, FIELD_INTEGER ),
DEFINE_FIELD( CMilitary, pFlashlight, FIELD_EHANDLE ),
DEFINE_FIELD( CMilitary, pHeadController, FIELD_EHANDLE ),
}; IMPLEMENT_SAVERESTORE( CMilitary, CTalkMonster );
const char *CMilitary::pGruntSentences[] =
{
"VV_GREN", // grenade scared grunt
"VV_ALERT", // sees player
"VV_MONSTER", // sees monster
"VV_COVER", // running to cover
"VV_THROW", // about to throw grenade
"VV_CHARGE", // running out to get the enemy
"VV_TAUNT", // say rude things
};
enum
{
MIL_SENT_NONE = -1,
MIL_SENT_GREN = 0,
MIL_SENT_ALERT,
MIL_SENT_MONSTER,
MIL_SENT_COVER,
MIL_SENT_THROW,
MIL_SENT_CHARGE,
MIL_SENT_TAUNT,
} MIL_SENTENCE_TYPES;
void CMilitary :: BlockedByPlayer ( CBasePlayer *pBlocker )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_BLOCKED");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "VV_BLOCKED", 4, VOL_NORM, ATTN_NORM );
}
}
void CMilitary :: TalkAboutDeadFriend( CTalkMonster *pfriend )
{
if (FClassnameIs(pfriend->pev, STRING(pev->classname)))
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_TMDOWN");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "VV_TMDOWN", 4, VOL_NORM, ATTN_NORM );
}
}
}
//=========================================================
// buz: overriden for allied soldiers - they can get enemy from player's data
//=========================================================
BOOL CMilitary :: GetEnemy ( void )
{
// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
if (m_hEnemy == NULL)
{
m_fEnemyFromPlayer = FALSE;
}
if (!CBaseMonster::GetEnemy())
{
// buz: cant get enemy using normal way, try player's data
if (IsFollowing() && m_hTargetEnt->IsPlayer())
{
CBasePlayer *pMyMaster = (CBasePlayer*)((CBaseEntity*)m_hTargetEnt);
// big bunch of checks..
if ((pMyMaster->m_hLastEnemy != NULL) &&
(pMyMaster->m_hLastEnemy->MyMonsterPointer()) &&
(pMyMaster->m_hLastEnemy != this) &&
(pMyMaster->m_hLastEnemy->pev->health > 0) &&
(pMyMaster->m_hLastEnemy->IsAlive()) &&
!FBitSet(pMyMaster->m_hLastEnemy->pev->spawnflags, SF_MONSTER_PRISONER) &&
!FBitSet(pMyMaster->m_hLastEnemy->pev->flags, FL_NOTARGET) &&
(IRelationship( pMyMaster->m_hLastEnemy ) > 0))
{
m_hEnemy = pMyMaster->m_hLastEnemy;
m_vecEnemyLKP = m_hEnemy->pev->origin;
// Wargon: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
m_fEnemyFromPlayer = TRUE;
if ( m_pSchedule )
{
if ( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY )
{
SetConditions(bits_COND_NEW_ENEMY);
}
}
// ALERT(at_console, "get enemy from player!\n");
return TRUE;
}
}
}
return FALSE;
// return CBaseMonster::GetEnemy();
}
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt 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 grunt has
// started moving.
//=========================================================
void CMilitary :: SpeakSentence( void )
{
if ( m_iSentence == MIL_SENT_NONE )
{
// no sentence cued up.
return;
}
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz( ENT(pev), pGruntSentences[ m_iSentence ], MIL_VOL, MIL_ATTN, 0, m_voicePitch);
JustSpoke();
// }
}
//=========================================================
//MaSTeR: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
//=========================================================
void CMilitary :: InitHeadController( void )
{
if( !pHeadController )
{
pHeadController = GetClassPtr((CHeadController *)NULL );
pHeadController->Spawn( this );
}
}
void CMilitary :: InitFlashlight( void )
{
if ( FBitSet( pev->spawnflags, SF_HAS_FLASHLIGHT ))
{
if( !pFlashlight )
{
pFlashlight = GetClassPtr((CFlashlight *)NULL );
pFlashlight->Spawn( pev );
}
if( FBitSet( pev->spawnflags, SF_FLASHLIGHT_ON ))
pFlashlight->On();
}
}
//=========================================================
//MaSTeR: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD>\<5C><><EFBFBD><EFBFBD>)
//=========================================================
void CMilitary :: ToggleFlashlight( void )
{
// if we suppose to toglle flashlight
if ( pFlashlight && FBitSet( pev->spawnflags, SF_TOGGLE_FLASHLIGHT ))
{
if( pFlashlight->GetState() == STATE_ON )
pFlashlight->Off();
else pFlashlight->On();
}
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CMilitary :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if (GetBodygroup(MIL_GUN_GROUP) != MIL_GUN_NONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = DropItem( "weapon_aks", vecGunPos, vecGunAngles );
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
if (pev->weapons == MIL_GRENADES )
{
pGun = DropItem( "weapon_handgrenade", vecGunPos, vecGunAngles );
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
}
CBaseMonster :: GibMonster();
}
//=========================================================
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CMilitary :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// buz: <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> FOkToSpeak <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> Gag.
// <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD> <20> <20><><EFBFBD>..
//=========================================================
BOOL CMilitary :: FOkToSpeak( void )
{
if ( pev->spawnflags & SF_MONSTER_GAG )
return FALSE;
if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE )
return FALSE;
// if not alive, certainly don't speak
if ( pev->deadflag != DEAD_NO )
return FALSE;
// if player is not in pvs, don't speak
if (!IsAlive() || FNullEnt(FIND_CLIENT_IN_PVS(edict())))
return FALSE;
// don't talk if you're in combat
if (m_hEnemy != NULL && FVisible( m_hEnemy ))
return FALSE;
return TRUE;
}
//=========================================================
//=========================================================
void CMilitary :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = MIL_SENT_NONE;
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
BOOL CMilitary :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CMilitary :: CheckMeleeAttack1 ( float flDot, float flDist )
{
CBaseMonster *pEnemy;
if ( m_hEnemy != NULL )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if ( !pEnemy )
{
return FALSE;
}
}
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> flDist <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> 64 <20><> 48. (1.1)
if ( flDist <= 48 && flDot >= 0.7 &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
return TRUE;
}
return FALSE;
}
//==============================================
// buz:
// NoFriendlyFire - basically copied from squad monsters
// true - shoot, false - dont shoot
// =============================================
BOOL CMilitary :: NoFriendlyFire(void)
{
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
Vector vecLeftSide;
Vector vecRightSide;
Vector v_left;
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
if ( m_hEnemy != NULL )
{
UTIL_MakeVectors ( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
}
else
{
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return FALSE;
}
// buz: simply check by traceline for other monster_human_military
/* TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin + (gpGlobals->v_forward * 1024), dont_ignore_monsters, ENT(pev), &tr);
if (tr.pHit && (FClassnameIs(tr.pHit, "monster_human_military") ||
FClassnameIs(tr.pHit, "monster_scientist") ||
FClassnameIs(tr.pHit, "monster_barney") ||
FClassnameIs(tr.pHit, "monster_human_alpha") ||
FClassnameIs(tr.pHit, "monster_alpha_pistol")))
return FALSE;*/
vecLeftSide = pev->origin - ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
vecRightSide = pev->origin + ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
v_left = gpGlobals->v_right * -1;
leftPlane.InitializePlane ( gpGlobals->v_right, vecLeftSide );
rightPlane.InitializePlane ( v_left, vecRightSide );
backPlane.InitializePlane ( gpGlobals->v_forward, pev->origin );
// search all entities around
Vector mins = pev->origin - Vector(1024, 1024, 1024);
Vector maxs = pev->origin + Vector(1024, 1024, 1024);
CBaseEntity *pList[256];
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_MONSTER );
for ( int i = 0; i < count; i++ )
{
CBaseMonster *pMonster = pList[i]->MyMonsterPointer();
if (pMonster && (pMonster != this) && (IRelationship(pMonster) <= R_NO))
{
if ( backPlane.PointInFront ( pMonster->pev->origin ) &&
leftPlane.PointInFront ( pMonster->pev->origin ) &&
rightPlane.PointInFront ( pMonster->pev->origin) )
{
// this guy is in the check volume! Don't shoot!
// ALERT(at_console, "dont shoot!\n");
return FALSE;
}
}
}
// check for player
edict_t *pentPlayer = FIND_CLIENT_IN_PVS( edict() );
if (!FNullEnt(pentPlayer) && (pentPlayer != m_hEnemy->edict()) &&
backPlane.PointInFront ( pentPlayer->v.origin ) &&
leftPlane.PointInFront ( pentPlayer->v.origin ) &&
rightPlane.PointInFront ( pentPlayer->v.origin ) )
{
// the player is in the check volume! Don't shoot!
return FALSE;
}
return TRUE;
}
//=========================================================
// CheckRangeAttack1 - overridden for HGrunt, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HGrunt can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
BOOL CMilitary :: CheckRangeAttack1 ( float flDot, float flDist )
{
/* if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
TraceResult tr;
if ( flDist <= 64 )
{
// kick nonclients who are close enough, but don't shoot at them.
return FALSE;
}
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 )
{
return TRUE;
}
}
return FALSE;*/
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
TraceResult tr;
if ( !m_hEnemy->IsPlayer() && flDist <= 48 ) // Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> flDist <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> 64 <20><> 48. (1.1)
{
// kick nonclients who are close enough, but don't shoot at them.
return FALSE;
}
BOOL savedStanding = m_fStanding;
m_fStanding = FALSE; // buz: check chrouched fire first
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 && !pev->gaitsequence) // buz: cant fire crouched when moving
{
// buz: we can fire crouched, now check for standing
m_fStanding = TRUE;
vecSrc = GetGunPosition();
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
m_fStanding = savedStanding;
if ( tr.flFraction == 1.0 )
{
// ALERT(at_aiconsole, "== mil shoot as wish\n");
m_iLastFireCheckResult = 0; // shoot as you wish
}
else
{
// ALERT(at_aiconsole, "== mil shoot crouched\n");
m_iLastFireCheckResult = 1; // only chrouched
}
return TRUE;
}
else
{
// buz: cant fire crouching, maybe me or enemy in some kind of cover (or running). Check standing.
m_fStanding = TRUE;
vecSrc = GetGunPosition();
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
m_fStanding = savedStanding;
if ( tr.flFraction == 1.0 )
{
// ALERT(at_aiconsole, "== mil shoot standing\n");
m_iLastFireCheckResult = 2; // buz: standing is our only one choice
return TRUE;
}
else
{
// ALERT(at_aiconsole, "== mil cant shoot\n");
m_iLastFireCheckResult = 0;
return FALSE; // cant fire
}
}
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CMilitary :: CheckRangeAttack2 ( float flDot, float flDist )
{
if (pev->weapons != MIL_GRENADES)
{
return FALSE;
}
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed != 0 )
{
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
// assume things haven't changed too much since last time
if (gpGlobals->time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade;
}
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && (m_hEnemy->pev->waterlevel == 0 || m_hEnemy->pev->watertype==CONTENTS_FOG) && m_vecEnemyLKP.z > pev->absmax.z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
Vector vecTarget;
// if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE))
// {
// find feet
if (RANDOM_LONG(0,1))
{
// magically know where they are
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP;
}
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
/* }
else
{
// find target
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
if (HasConditions( bits_COND_SEE_ENEMY))
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity;
}*/
// are any of my squad members near the intended grenade impact area?
/* if ( InSquad() )
{
if (SquadMemberInRange( vecTarget, 256 ))
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
}
}*/
// buz: check for allies in target area:
CBaseEntity *pTarget = NULL;
while ((pTarget = UTIL_FindEntityInSphere( pTarget, vecTarget, 256 )) != NULL)
{
if (FClassnameIs( pTarget->pev, "monster_human_military") || FClassnameIs( pTarget->pev, "player"))
{
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
}
}
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
// if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE))
// {
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 );
if ( vecToss != g_vecZero )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
}
/* }
else
{
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 );
if ( vecToss != g_vecZero )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
}
}*/
return m_fThrowGrenade;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CMilitary :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// ALERT(at_console, "mil hitgr: %d\n", ptr->iHitgroup);
// check for helmet shot
if ((ptr->iHitgroup == 8) || (ptr->iHitgroup == 1))
{
// make sure we're wearing one
/* if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
{
// absorb damage
flDamage -= 20;
if (flDamage <= 0)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}*/ // buz
// it's head shot anyways
ptr->iHitgroup = HITGROUP_HEAD;
}
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
// buz: basically just like barney
int CMilitary :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// buz: refuse gas damage while wearing gasmask
if (m_iNoGasDamage && ( bitsDamageType & DMG_NERVEGAS ))
return 0;
Forget( bits_MEMORY_INCOVER );
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
/* // make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
// LRC - if my reaction to the player has been overridden, don't do this stuff
if (m_iPlayerReact) return ret;
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy == NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) )
{
// Alright, now I'm pissed!
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_MAD");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "VV_MAD", 4, VOL_NORM, ATTN_NORM );
}
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_SHOT");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "VV_SHOT", 4, VOL_NORM, ATTN_NORM );
}
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_SHOT");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "VV_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
}
return ret; */
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CMilitary :: MaxYawSpeed( void )
{
float 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;
}
return ys;
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CMilitary :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMilitary :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_PLAYER_ALLY;//CLASS_HUMAN_MILITARY;
}
//=========================================================
//=========================================================
CBaseEntity *CMilitary :: Kick( void )
{
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5;
Vector vecEnd = vecStart + (gpGlobals->v_forward * 48); // Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> 70 <20><> 48. (1.1)
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
if ( tr.pHit )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
return pEntity;
}
return NULL;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CMilitary :: GetGunPosition( )
{
if (m_fStanding )
{
return pev->origin + Vector( 0, 0, 60 );
}
else
{
// return pev->origin + Vector( 0, 0, 48 );
return pev->origin + Vector( 0, 0, 40 );
}
}
//=========================================================
// Shoot
//=========================================================
void CMilitary :: Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev->angles );
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
if (m_cAmmoLoaded > 0)
{
Vector vecBrassPos, vecBrassDir;
GetAttachment(3, vecBrassPos, vecBrassDir);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgAK ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// ALERT(at_console, "mil ammo has %d\n", m_cAmmoLoaded);
}
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMilitary :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case MIL_AE_FLASHLIGHT:
{
ToggleFlashlight();
break;
}
case MIL_AE_DROP_GUN:
{
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( MIL_GUN_GROUP, MIL_GUN_NONE );
// now spawn a gun.
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
if (pev->weapons == MIL_GRENADES)
{
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
}
break;
}
case MIL_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_reload.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case MIL_AE_GREN_TOSS:
{
UTIL_MakeVectors( pev->angles );
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
//LRC - a bit of a hack. Ideally the grunts would work out in advance whether it's ok to throw.
if (m_pCine)
{
Vector vecToss = g_vecZero;
if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
{
vecToss = VecCheckToss( pev, GetGunPosition(), m_hTargetEnt->pev->origin, 0.5 );
}
if (vecToss == g_vecZero)
{
vecToss = (gpGlobals->v_forward*0.5+gpGlobals->v_up*0.5).Normalize()*gSkillData.hgruntGrenadeSpeed;
}
CGrenade::ShootTimed( pev, GetGunPosition(), vecToss, 3.5 );
}
else
CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
m_fThrowGrenade = FALSE;
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
// buz: no grenade laucher
/* case HGRUNT_AE_GREN_LAUNCH:
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
//LRC: firing due to a script?
if (m_pCine)
{
Vector vecToss;
if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
vecToss = VecCheckThrow( pev, GetGunPosition(), m_hTargetEnt->pev->origin, gSkillData.hgruntGrenadeSpeed, 0.5 );
else
{
// just shoot diagonally up+forwards
UTIL_MakeVectors(pev->angles);
vecToss = (gpGlobals->v_forward*0.5 + gpGlobals->v_up*0.5).Normalize() * gSkillData.hgruntGrenadeSpeed;
}
CGrenade::ShootContact( pev, GetGunPosition(), vecToss );
}
else
CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity );
m_fThrowGrenade = FALSE;
if (g_iSkillLevel == SKILL_HARD)
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
}
break;*/
case MIL_AE_GREN_DROP:
{
UTIL_MakeVectors( pev->angles );
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
}
break;
case MIL_AE_BURST1:
{
// ALERT(at_console, "*-------- mil burst 1\n");
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if (m_cAmmoLoaded > 0)
{
if ( RANDOM_LONG(0,1) )
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun1.wav", 1, ATTN_NORM );
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun2.wav", 1, ATTN_NORM );
}
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
}
Shoot();
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case MIL_AE_BURST2:
case MIL_AE_BURST3:
Shoot();
break;
case MIL_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// buz: move only if it is a monster!
if (pHurt->MyMonsterPointer())
{
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
}
pHurt->TakeDamage( pev, pev, gSkillData.MilDmgKick, DMG_CLUB );
}
}
break;
case MIL_AE_CAUGHT_ENEMY:
{
// if ( FOkToSpeak() )
// {
SENTENCEG_PlayRndSz(ENT(pev), "VV_ALERT", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
JustSpoke();
// }
}
default:
CTalkMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMilitary :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/soldier.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = gSkillData.milHealth;
m_flFieldOfView = VIEW_FIELD_FULL;//0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = MIL_SENT_NONE;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
// m_fEnemyEluded = FALSE;
// m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 55 );
m_cClipSize = MIL_CLIP_SIZE;
m_cAmmoLoaded = m_cClipSize;
// buz: pev->body is head number
int head = pev->body;
pev->body = 0;
SetBodygroup( MIL_HEAD_GROUP, head );
if (head == MIL_HEAD_GASMASK)
{
SetBodygroup( MIL_GASMASK_GROUP, 1 );
m_iNoGasDamage = 1;
}
else
{
SetBodygroup( MIL_GASMASK_GROUP, 0 );
m_iNoGasDamage = 0;
}
// buz: pev->effects is additional stuff number
SetBodygroup( MIL_STUFF_GROUP, pev->effects );
MonsterInit();
InitFlashlight();
InitHeadController();
SetUse(&CMilitary :: FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMilitary :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/soldier.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
PRECACHE_SOUND( "military/mil_mgun1.wav" );
PRECACHE_SOUND( "military/mil_mgun2.wav" );
PRECACHE_SOUND( "military/mil_die1.wav" );
PRECACHE_SOUND( "military/mil_die2.wav" );
PRECACHE_SOUND( "military/mil_die3.wav" );
PRECACHE_SOUND( "military/mil_pain1.wav" );
PRECACHE_SOUND( "military/mil_pain2.wav" );
PRECACHE_SOUND( "military/mil_pain3.wav" );
PRECACHE_SOUND( "military/mil_pain4.wav" );
PRECACHE_SOUND( "military/mil_pain5.wav" );
PRECACHE_SOUND( "military/mil_reload.wav" );
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
// get voice pitch
if (RANDOM_LONG(0,1))
m_voicePitch = 109 + RANDOM_LONG(0,7);
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");// brass shell
TalkInit();
CTalkMonster::Precache();
}
// talk init
void CMilitary :: TalkInit()
{
CTalkMonster::TalkInit();
// military human speech group names (group names are in sentences.txt)
if (!m_iszSpeakAs)
{
m_szGrp[TLK_ANSWER] = "VV_ANSWER";
m_szGrp[TLK_QUESTION] = "VV_QUESTION";
m_szGrp[TLK_IDLE] = "VV_IDLE";
m_szGrp[TLK_STARE] = "VV_STARE";
if (pev->spawnflags & SF_MONSTER_PREDISASTER) //LRC
m_szGrp[TLK_USE] = "VV_PFOLLOW";
else
m_szGrp[TLK_USE] = "VV_OK";
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_UNUSE] = "VV_PWAIT";
else
m_szGrp[TLK_UNUSE] = "VV_WAIT";
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_DECLINE] = "VV_POK";
else
m_szGrp[TLK_DECLINE] = "VV_NOTOK";
m_szGrp[TLK_STOP] = "VV_STOP";
m_szGrp[TLK_NOSHOOT] = "VV_SCARED";
m_szGrp[TLK_HELLO] = "VV_HELLO";
m_szGrp[TLK_PLHURT1] = "!VV_CUREA";
m_szGrp[TLK_PLHURT2] = "!VV_CUREB";
m_szGrp[TLK_PLHURT3] = "!VV_CUREC";
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "VV_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "VV_SMELL";
m_szGrp[TLK_WOUND] = "VV_WOUND";
m_szGrp[TLK_MORTAL] = "VV_MORTAL";
}
}
void CMilitary::DeclineFollowing( void )
{
PlaySentence( m_szGrp[TLK_DECLINE], 2, VOL_NORM, ATTN_NORM ); //LRC
}
//=========================================================
// start task
//=========================================================
void CMilitary :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_MIL_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetConditions( bits_COND_MIL_NOFIRE );
}
TaskComplete();
break;
case TASK_MIL_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// grunt no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER );
CTalkMonster ::StartTask( pTask );
break;
case TASK_RELOAD:
m_IdealActivity = ACT_RELOAD;
break;
case TASK_MIL_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
CTalkMonster :: StartTask( pTask );
if (pev->movetype == MOVETYPE_FLY)
{
m_IdealActivity = ACT_GLIDE;
}
break;
default:
CTalkMonster :: StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CMilitary :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_MIL_FACE_TOSS_DIR:
{
// project a point along the toss vector and turn to face that point.
SetIdealYawToTargetAndUpdate( pev->origin + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
if ( FacingIdeal() )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
break;
}
default:
{
CTalkMonster :: RunTask( pTask );
break;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CMilitary :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CMilitary :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
/*
extern Schedule_t slMilFail[];
extern Schedule_t slMilCombatFail[];
extern Schedule_t slMilVictoryDance[];
extern Schedule_t slMilEstablishLineOfFire[];
extern Schedule_t slMilFoundEnemy[];
extern Schedule_t slMilCombatFace[];
extern Schedule_t slMilSignalSuppress[];
extern Schedule_t slMilSuppress[];
extern Schedule_t slMilWaitInCover[];
extern Schedule_t slMilTakeCover[];
extern Schedule_t slMilGrenadeCover[];
extern Schedule_t slMilTossGrenadeCover[];
extern Schedule_t slMilTakeCoverFromBestSound[];
extern Schedule_t slMilHideReload[];
extern Schedule_t slMilSweep[];
extern Schedule_t slMilRangeAttack1A[];
extern Schedule_t slMilRangeAttack1B[];
extern Schedule_t slMilRangeAttack2[];
extern Schedule_t slMilRepel[];
extern Schedule_t slMilRepelAttack[];
extern Schedule_t slMilRepelLand[];*/
// ============================= base grunt schedules ================
Task_t tlMilFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slMilFail[] =
{
{
tlMilFail,
ARRAYSIZE ( tlMilFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"Grunt Fail"
},
};
//=========================================================
// Grunt Combat Fail
//=========================================================
Task_t tlMilCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slMilCombatFail[] =
{
{
tlMilCombatFail,
ARRAYSIZE ( tlMilCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Grunt Combat Fail"
},
};
//=========================================================
//Move back and fire
//=========================================================
Task_t tlMilWalkBackFire[] =
{
{TASK_FACE_ENEMY, 0 },
{TASK_SET_ACTIVITY, (float)ACT_WALKBACK_FIRE},
};
Schedule_t slMilWalkBackFire[]=
{
{
tlMilWalkBackFire,
ARRAYSIZE ( tlMilWalkBackFire ),
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Walk backward and fire"
},
};
//=========================================================
// MaSTeR: toggle flashlight
//=========================================================
Task_t tlMilToggleFlashlight[] =
{
{TASK_STOP_MOVING, 0 },
{TASK_PLAY_SEQUENCE, (float)ACT_FLASHLIGHT},
};
Schedule_t slMilToggleFlashlight[] =
{
{
tlMilToggleFlashlight,
ARRAYSIZE ( tlMilToggleFlashlight ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"Toggle Flashlight"
},
};
//=========================================================
// MaSTeR: walk and fire
//=========================================================
Task_t tlInfFiringWalk [] =
{
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_FIRINGWALK },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slInfFiringWalk[] =
{
{
tlInfFiringWalk,
ARRAYSIZE ( tlInfFiringWalk ),
bits_COND_ENEMY_DEAD |
bits_COND_CAN_MELEE_ATTACK1 |
bits_SOUND_DANGER,
0,
"Infected Soldier Walk and Fire"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlMilVictoryDance[] =
{
{ 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 slMilVictoryDance[] =
{
{
tlMilVictoryDance,
ARRAYSIZE ( tlMilVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"GruntVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlMilEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MIL_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_MIL_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slMilEstablishLineOfFire[] =
{
{
tlMilEstablishLineOfFire,
ARRAYSIZE ( tlMilEstablishLineOfFire ),
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,
"GruntEstablishLineOfFire"
},
};
//=========================================================
// GruntFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlMilFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slMilFoundEnemy[] =
{
{
tlMilFoundEnemy,
ARRAYSIZE ( tlMilFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntFoundEnemy"
},
};
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlMilCombatFace1[] =
{
{ 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_MIL_SWEEP },
};
Schedule_t slMilCombatFace[] =
{
{
tlMilCombatFace1,
ARRAYSIZE ( tlMilCombatFace1 ),
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 grunt gets hurt.
//=========================================================
Task_t tlMilSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slMilSignalSuppress[] =
{
{
tlMilSignalSuppress,
ARRAYSIZE ( tlMilSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_MIL_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlMilSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slMilSuppress[] =
{
{
tlMilSuppress,
ARRAYSIZE ( tlMilSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_MIL_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"
},
};
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlMilWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slMilWaitInCover[] =
{
{
tlMilWaitInCover,
ARRAYSIZE ( tlMilWaitInCover ),
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,
"GruntWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlMilTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MIL_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_MIL_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_MIL_WAIT_FACE_ENEMY },
};
Schedule_t slMilTakeCover[] =
{
{
tlMilTakeCover1,
ARRAYSIZE ( tlMilTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlMilGrenadeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 },
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 },
{ TASK_CLEAR_MOVE_WAIT, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_MIL_WAIT_FACE_ENEMY },
};
Schedule_t slMilGrenadeCover[] =
{
{
tlMilGrenadeCover1,
ARRAYSIZE ( tlMilGrenadeCover1 ),
0,
0,
"GrenadeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlMilTossGrenadeCover1[] =
{
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK2, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
};
Schedule_t slMilTossGrenadeCover[] =
{
{
tlMilTossGrenadeCover1,
ARRAYSIZE ( tlMilTossGrenadeCover1 ),
0,
0,
"TossGrenadeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlMilTakeCoverFromBestSound[] =
{
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// { 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 },
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// { TASK_TURN_LEFT, (float)179 },
};
Schedule_t slMilTakeCoverFromBestSound[] =
{
{
tlMilTakeCoverFromBestSound,
ARRAYSIZE ( tlMilTakeCoverFromBestSound ),
0,
0,
"GruntTakeCoverFromBestSound"
},
};
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlMilHideReload[] =
{
{ 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 slMilHideReload[] =
{
{
tlMilHideReload,
ARRAYSIZE ( tlMilHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlMilSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slMilSweep[] =
{
{
tlMilSweep,
ARRAYSIZE ( tlMilSweep ),
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,
"Grunt Sweep"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlMilRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, buz
{ TASK_FACE_ENEMY, (float)0 }, // buz
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slMilRangeAttack1A[] =
{
{
tlMilRangeAttack1A,
ARRAYSIZE ( tlMilRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_MIL_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Range Attack1A"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlMilRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, buz
{ TASK_FACE_ENEMY, (float)0 }, // buz
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MIL_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slMilRangeAttack1B[] =
{
{
tlMilRangeAttack1B,
ARRAYSIZE ( tlMilRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_LIGHT_DAMAGE | // buz: interruptable by light damage
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_MIL_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1B"
},
};
//=========================================================
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlMilRangeAttack2[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_MIL_FACE_TOSS_DIR, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
{ TASK_SET_SCHEDULE, (float)SCHED_MIL_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
};
Schedule_t slMilRangeAttack2[] =
{
{
tlMilRangeAttack2,
ARRAYSIZE ( tlMilRangeAttack2 ),
0,
0,
"RangeAttack2"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlMilRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slMilRepel[] =
{
{
tlMilRepel,
ARRAYSIZE ( tlMilRepel ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlMilRepelAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
};
Schedule_t slMilRepelAttack[] =
{
{
tlMilRepelAttack,
ARRAYSIZE ( tlMilRepelAttack ),
bits_COND_ENEMY_OCCLUDED,
0,
"Repel Attack"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlMilRepelLand[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slMilRepelLand[] =
{
{
tlMilRepelLand,
ARRAYSIZE ( tlMilRepelLand ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel Land"
},
};
// ======================= end base grunt schedules =================
Task_t tlMilFollow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 256 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slMilFollow[] =
{
{
tlMilFollow,
ARRAYSIZE ( tlMilFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
Task_t tlMilFaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slMilFaceTarget[] =
{
{
tlMilFaceTarget,
ARRAYSIZE ( tlMilFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
//=========================================================
// buz: duck and wait couple seconds behind the barrel, crate, etc..
//=========================================================
Task_t tlMilDuckAndCoverWait[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_MIL_SPEAK_SENTENCE, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_TWITCH },
{ TASK_WAIT, (float)3 }, // randomize a bit?
};
Schedule_t slMilDuckAndCoverWait[] =
{
{
tlMilDuckAndCoverWait,
ARRAYSIZE ( tlMilDuckAndCoverWait ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
// bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CROUCH_NOT_SAFE | // buz: terminate, if crouching is not safe more
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"DuckAndCover!"
},
};
DEFINE_CUSTOM_SCHEDULES( CMilitary )
{
slMilFail,
slMilCombatFail,
slMilVictoryDance,
slMilEstablishLineOfFire,
slMilFoundEnemy,
slMilCombatFace,
slMilSignalSuppress,
slMilSuppress,
slMilWaitInCover,
slMilTakeCover,
slMilGrenadeCover,
slMilTossGrenadeCover,
slMilTakeCoverFromBestSound,
slMilHideReload,
slMilSweep,
slMilRangeAttack1A,
slMilRangeAttack1B,
slMilRangeAttack2,
slMilRepel,
slMilRepelAttack,
slMilRepelLand,
slMilFollow,
slMilFaceTarget,
slMilDuckAndCoverWait,
slMilToggleFlashlight,
};
IMPLEMENT_CUSTOM_SCHEDULES( CMilitary, CTalkMonster );
//=========================================================
// SetActivity
//=========================================================
void CMilitary :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_WALKBACK_FIRE:
iSequence = LookupSequence("walkback");
break;
case ACT_FIRINGWALK:
iSequence = LookupSequence("firingwalk");
break;
case ACT_DIESIMPLE:
iSequence = LookupSequence("die-simple");
break;
case ACT_RANGE_ATTACK1:
// grunt is either shooting standing or shooting crouched
if ( m_fStanding )
{
// get aimable sequence
// ALERT(at_console, "MIL STANDING\n");
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// ALERT(at_console, "MIL CROUCHING\n");
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
break;
case ACT_RANGE_ATTACK2:
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
break;
case ACT_RUN:
if ( pev->health <= MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT );
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if (m_iUseAlertAnims)
{
iSequence = LookupSequence("combat_run_primary");
if (iSequence != -1)
break;
}
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_WALK:
if ( pev->health <= MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT );
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if (m_iUseAlertAnims)
{
iSequence = LookupSequence("combat_walk_primary");
if (iSequence != -1)
break;
}
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity ( NewActivity );
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( );
RecalculateYawSpeed();
}
else
{
// Not available try to get default anim
ALERT ( at_debug, "%s has no sequence for act:%s\n", STRING(pev->classname), GetNameForActivity( NewActivity ));
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CMilitary :: GetSchedule( void )
{
// clear old sentence
m_iSentence = MIL_SENT_NONE;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
{
if (pev->flags & FL_ONGROUND)
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType ( SCHED_MIL_REPEL_LAND );
}
else
{
// repel down a rope,
if ( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_MIL_REPEL_ATTACK );
else
return GetScheduleOfType ( SCHED_MIL_REPEL );
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions(bits_COND_HEAR_SOUND) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound)
{
if (pSound->m_iType & bits_SOUND_DANGER)
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz( ENT(pev), "VV_GREN", MIL_VOL, MIL_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) ))
{
SetIdealYawToTargetAndUpdate( pSound->m_vecOrigin );
}
*/
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE:
case MONSTERSTATE_ALERT:
if ( pFlashlight && pHeadController && FBitSet( pev->spawnflags, SF_TOGGLE_FLASHLIGHT ))
{
if (( pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_ON ) || ( !pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_OFF ))
{
return GetScheduleOfType(SCHED_MIL_FLASHLIGHT);
}
}
// buz: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (m_cAmmoLoaded < m_cClipSize / 2)
{
return GetScheduleOfType ( SCHED_RELOAD );
}
if (!FStringNull(m_hRushEntity) && (gpGlobals->time > m_flRushNextTime) && (m_flRushNextTime != -1))
{
CBaseEntity *pRushEntity = UTIL_FindEntityByTargetname( NULL, STRING( m_hRushEntity ) );
if (pRushEntity)
{
CStartRush* pRush = (CStartRush*)pRushEntity;
m_hTargetEnt = pRush->GetDestinationEntity();
return GetScheduleOfType( SCHED_RUSH_TARGET );
}
else
// rush entity not found on this map.
// try again after next changelevel
m_flRushNextTime = -1;
}
// Behavior for following the player
if ( IsFollowing() )
{
if ( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
// If I'm already close enough to my target
if ( TargetDistance() <= 128 )
{
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
}
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType( SCHED_MOVE_AWAY );
// try to say something about smells
TrySmellTalk();
break;
case MONSTERSTATE_COMBAT:
{
// dead enemy
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
if ( HasConditions( bits_COND_ENEMY_DEAD ) && !m_fEnemyFromPlayer )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_KILL");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "VV_KILL", 4, VOL_NORM, ATTN_NORM );
}
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
if (m_hEnemy != NULL) // buz: rewritten
{
// american spy
if (m_hEnemy->Classify() == CLASS_HUMAN_MILITARY)
SENTENCEG_PlayRndSz( ENT(pev), "VV_AMER", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
// monster
else if ((m_hEnemy->Classify() == CLASS_ALIEN_MILITARY) ||
(m_hEnemy->Classify() == CLASS_ALIEN_MONSTER) ||
(m_hEnemy->Classify() == CLASS_ALIEN_PREY) ||
(m_hEnemy->Classify() == CLASS_ALIEN_PREDATOR))
SENTENCEG_PlayRndSz( ENT(pev), "VV_MONST", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
}
JustSpoke();
// }
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD );
else
return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
/* // if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG(0,99);
if ( iPercent <= 90 && m_hEnemy != NULL )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_SENT_COVER;
//JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}*/
int iPercent;
// buz: 90% to duck and cover, if can
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) && m_hEnemy != NULL )
{
iPercent = RANDOM_LONG(0,99);
if (iPercent <= 90)
return GetScheduleOfType( SCHED_MIL_DUCK_COVER_WAIT ); // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG(0,99);
if ( iPercent <= 50 && m_hEnemy != NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_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 ) )
{
if( pHeadController && pHeadController->GetBackTrace() < 32.0f )
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
else
return GetScheduleOfType ( SCHED_MIL_WALKBACK_FIRE );
}
// can grenade launch
else if (( pev->weapons == MIL_GRENADES ) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ))
{
// shoot a grenade if you can
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz( ENT(pev), "VV_THROW", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
JustSpoke();
// }
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_SENT_CHARGE;
//JustSpoke();
// }
return GetScheduleOfType( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CTalkMonster :: GetSchedule();
}
extern Schedule_t slIdleStand[];
//=========================================================
//=========================================================
Schedule_t* CMilitary :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch ( Type )
{
case SCHED_TARGET_CHASE:
return slMilFollow;
case SCHED_TARGET_FACE:
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slMilFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_MIL_FLASHLIGHT:
{
return &slMilToggleFlashlight[ 0 ];
}
break;
case SCHED_TAKE_COVER_FROM_ENEMY:
{
// if ( RANDOM_LONG(0,1) ) - buz - this is bad trick for player allied monsters..
// {
// return &slMilGrenadeCover[ 0 ];
// }
// else
// {
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// return &slMilTakeCover[ 0 ];
// }
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slMilTakeCoverFromBestSound[ 0 ];
}
case SCHED_MIL_DUCK_COVER_WAIT: // buz
{
return &slMilDuckAndCoverWait[ 0 ];
}
case SCHED_MIL_TAKECOVER_FAILED:
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
return GetScheduleOfType ( SCHED_FAIL );
}
break;
case SCHED_MIL_ELOF_FAIL:
{
// human grunt is unable to move to a position that allows him to attack the enemy.
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case SCHED_MIL_ESTABLISH_LINE_OF_FIRE:
{
return &slMilEstablishLineOfFire[ 0 ];
}
break;
case SCHED_RANGE_ATTACK1:
{
// randomly stand or crouch
// if (RANDOM_LONG(0,9) == 0)
// m_fStanding = RANDOM_LONG(0,1);
/* m_fStanding = RANDOM_LONG(0,1); // buz
if (m_fStanding)
return &slMilRangeAttack1B[ 0 ];
else
return &slMilRangeAttack1A[ 0 ];*/
// buz: use CheckRangedAttack1's recommendations
switch (m_iLastFireCheckResult)
{
case 0: // fire any
default:
if (RANDOM_LONG(0,5) == 0)
m_fStanding = RANDOM_LONG(0,1);
break;
case 1: // only crouched
// ALERT(at_console, "MIL SET CROUCHING\n");
m_fStanding = FALSE;
break;
case 2: // only standing
// ALERT(at_console, "MIL SET STANDING\n");
m_fStanding = TRUE;
break;
}
// buz: 1B is interruptable - use it if grunt can fast take cover when hit
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) )
return &slMilRangeAttack1B[ 0 ];
else
return &slMilRangeAttack1A[ 0 ];
}
case SCHED_RANGE_ATTACK2:
{
return &slMilRangeAttack2[ 0 ];
}
case SCHED_COMBAT_FACE:
{
return &slMilCombatFace[ 0 ];
}
case SCHED_MIL_WAIT_FACE_ENEMY:
{
return &slMilWaitInCover[ 0 ];
}
case SCHED_MIL_WALKBACK_FIRE:
{
return &slMilWalkBackFire[ 0 ];
}
case SCHED_MIL_SWEEP:
{
return &slMilSweep[ 0 ];
}
case SCHED_MIL_COVER_AND_RELOAD:
{
return &slMilHideReload[ 0 ];
}
case SCHED_MIL_FOUND_ENEMY:
{
return &slMilFoundEnemy[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
// buz
if (RANDOM_LONG(0,4) == 0)
return &slMilVictoryDance[ 0 ];
else
return &slMilFail[ 0 ];
}
case SCHED_MIL_SUPPRESS:
{
// buz: use CheckRangedAttack1's recommendations
switch (m_iLastFireCheckResult)
{
case 0: // fire any
default:
if (RANDOM_LONG(0,5) == 0)
m_fStanding = RANDOM_LONG(0,1);
break;
case 1: // only crouched
// ALERT(at_console, "MIL SET CROUCHING\n");
m_fStanding = FALSE;
break;
case 2: // only standing
// ALERT(at_console, "MIL SET STANDING\n");
m_fStanding = TRUE;
break;
}
return &slMilSuppress[ 0 ];
}
case SCHED_FAIL:
{
if ( m_hEnemy != NULL )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return &slMilCombatFail[ 0 ];
}
return &slMilFail[ 0 ];
}
case SCHED_MIL_REPEL:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slMilRepel[ 0 ];
}
case SCHED_MIL_REPEL_ATTACK:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slMilRepelAttack[ 0 ];
}
case SCHED_MIL_REPEL_LAND:
{
return &slMilRepelLand[ 0 ];
}
default:
{
return CTalkMonster :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CMilitaryRepel : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int m_iSpriteTexture; // Don't save, precache
};
LINK_ENTITY_TO_CLASS( monster_military_repel, CMilitaryRepel );
void CMilitaryRepel::Spawn( void )
{
Precache( );
pev->solid = SOLID_NOT;
SetUse(&CMilitaryRepel:: RepelUse );
}
void CMilitaryRepel::Precache( void )
{
UTIL_PrecacheOther( "monster_human_military" );
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
}
void CMilitaryRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
/*
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
return NULL;
*/
CBaseEntity *pEntity = Create( "monster_human_military", pev->origin, pev->angles );
CBaseMonster *pGrunt = pEntity->MyMonsterPointer( );
pGrunt->pev->movetype = MOVETYPE_FLY;
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
pGrunt->SetActivity( ACT_GLIDE );
// UNDONE: position?
pGrunt->m_vecLastPosition = tr.vecEndPos;
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
pBeam->PointEntInit( pev->origin + Vector(0,0,112), pGrunt->entindex() );
pBeam->SetFlags( BEAM_FSOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink(&CBeam:: SUB_Remove );
pBeam->SetNextThink( -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5 );
UTIL_Remove( this );
}
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CDeadMilitary : public CBaseMonster
{
public:
void Spawn( void );
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
void KeyValue( KeyValueData *pkvd );
float MaxYawSpeed( void ) { return 8.0f; }
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[3];
};
char *CDeadMilitary::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadMilitary::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_military_dead, CDeadMilitary );
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadMilitary :: Spawn( void )
{
int oldBody;
PRECACHE_MODEL("models/soldier.mdl");
SET_MODEL(ENT(pev), "models/soldier.mdl");
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if (pev->sequence == -1)
{
ALERT ( at_debug, "Dead hgrunt with bad pose\n" );
}
// Corpses have less health
pev->health = 20;
oldBody = pev->body;
pev->body = 0;
MonsterInitDead();
}
#define SPETSNAZ_HEAD_GROUP 1
#define SPETSNAZ_GUN_GROUP 2
#define SPETSNAZ_HEAD_SHIELD 2
#define SPETSNAZ_WEAPON_AKS 0
#define SPETSNAZ_WEAPON_ASVAL 1
#define SPETSNAZ_WEAPON_GROZA 2
#define SPETSNAZ_WEAPON_EMPTY 3
#define SF_SPETSNAZ_RADIO 8
/***************************************
Spetsnaz class
***************************************/
class CSpetsnaz : public CMilitary
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void DeathSound( void );
void PainSound( void );
void Shoot ( void );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
void RunAI ( void ); // only to check radio sound
void BlockedByPlayer ( CBasePlayer *pBlocker );
void TalkAboutDeadFriend( CTalkMonster *pfriend );
void TalkInit(); // buz
void SpeakSentence( void );
void KeyValue( KeyValueData *pkvd );
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType(int Type);
// <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void GibMonster( void );
int m_iHasHeadShield; // ignores headshots
int m_iHasGrenades;
float m_fNextRadioNoise; // 0 - no noise
static const char *pSpetsnazSentences[];
// Wargon: <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> player_loadsaved. (1.1)
void RunTask( Task_t *pTask );
void EXPORT MonsterDeadThink( void );
};
const char *CSpetsnaz::pSpetsnazSentences[] =
{
"AL_GREN", // grenade scared grunt
"AL_ALERT", // sees player
"AL_MONSTER", // sees monster
"AL_COVER", // running to cover
"AL_THROW", // about to throw grenade
"AL_CHARGE", // running out to get the enemy
"AL_TAUNT", // say rude things
};
enum
{
AL_SENT_NONE = -1,
AL_SENT_GREN = 0,
AL_SENT_ALERT,
AL_SENT_MONSTER,
AL_SENT_COVER,
AL_SENT_THROW,
AL_SENT_CHARGE,
AL_SENT_TAUNT,
} AL_SENTENCE_TYPES;
TYPEDESCRIPTION CSpetsnaz::m_SaveData[] =
{
DEFINE_FIELD( CSpetsnaz, m_iHasHeadShield, FIELD_INTEGER),
DEFINE_FIELD( CSpetsnaz, m_iHasGrenades, FIELD_INTEGER),
};
LINK_ENTITY_TO_CLASS( monster_human_alpha, CSpetsnaz );
IMPLEMENT_SAVERESTORE(CSpetsnaz,CMilitary);
void CSpetsnaz :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iHasGrenades"))
{
m_iHasGrenades = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CMilitary::KeyValue( pkvd );
}
void CSpetsnaz :: BlockedByPlayer ( CBasePlayer *pBlocker )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_BLOCKED");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "AL_BLOCKED", 4, VOL_NORM, ATTN_NORM );
}
}
void CSpetsnaz :: TalkAboutDeadFriend( CTalkMonster *pfriend )
{
if (FClassnameIs(pfriend->pev, "monster_human_alpha") ||
FClassnameIs(pfriend->pev, "monster_alpha_pistol"))
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_TMDOWN");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "AL_TMDOWN", 4, VOL_NORM, ATTN_NORM );
}
}
}
//=========================================================
// Spawn
//=========================================================
void CSpetsnaz :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/soldier_alpha.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// if (pev->health == 0)
pev->health = gSkillData.alphaHealth;
m_flFieldOfView = VIEW_FIELD_FULL;//0.2;
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = MIL_SENT_NONE;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_HackedGunPos = Vector ( 0, 0, 55 );
// buz: pev->body is head number
int head = pev->body;
pev->body = 0;
SetBodygroup( SPETSNAZ_HEAD_GROUP, head );
m_iHasHeadShield = (head == SPETSNAZ_HEAD_SHIELD) ? 1 : 0;
m_iNoGasDamage = 0;
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
default:
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_AKS );
// ALERT(at_console, "********* AKS\n");
m_cClipSize = 36;
break;
case SPETSNAZ_WEAPON_GROZA:
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_GROZA );
// ALERT(at_console, "********* GROZA\n");
m_cClipSize = 36;
break;
case SPETSNAZ_WEAPON_ASVAL:
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_ASVAL );
// ALERT(at_console, "********* ASVAL\n");
m_cClipSize = 24;
break;
}
//MaSTeR: Flashlight and head controller
m_cAmmoLoaded = m_cClipSize;
// ALERT(at_console, "** spec start ammo %d\n", m_cAmmoLoaded);
MonsterInit();
InitFlashlight();
InitHeadController();
SetUse(&CSpetsnaz :: FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSpetsnaz :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/soldier_alpha.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
PRECACHE_SOUND ("weapons/aks_fire1.wav");
PRECACHE_SOUND ("weapons/aks_fire2.wav");
PRECACHE_SOUND ("weapons/aks_fire3.wav");
m_iBrassShell = PRECACHE_MODEL ("models/aks_shell.mdl");
break;
case SPETSNAZ_WEAPON_GROZA:
PRECACHE_SOUND ("weapons/groza_fire1.wav");
PRECACHE_SOUND ("weapons/groza_fire2.wav");
PRECACHE_SOUND ("weapons/groza_fire3.wav");
m_iBrassShell = PRECACHE_MODEL ("models/groza_shell.mdl");
break;
case SPETSNAZ_WEAPON_ASVAL:
PRECACHE_SOUND ("weapons/val_fire1.wav");
PRECACHE_SOUND ("weapons/val_fire2.wav");
PRECACHE_SOUND ("weapons/val_fire3.wav");
m_iBrassShell = PRECACHE_MODEL ("models/val_shell.mdl");
break;
}
PRECACHE_SOUND( "alpha/alpha_die1.wav" );
PRECACHE_SOUND( "alpha/alpha_die2.wav" );
PRECACHE_SOUND( "alpha/alpha_die3.wav" );
PRECACHE_SOUND( "alpha/alpha_pain1.wav" );
PRECACHE_SOUND( "alpha/alpha_pain2.wav" );
PRECACHE_SOUND( "alpha/alpha_pain3.wav" );
PRECACHE_SOUND( "alpha/alpha_pain4.wav" );
PRECACHE_SOUND( "alpha/alpha_pain5.wav" );
PRECACHE_SOUND( "alpha/alpha_reload.wav" );
PRECACHE_SOUND("zombie/claw_miss2.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;
if (pev->spawnflags & SF_SPETSNAZ_RADIO)
{
m_fNextRadioNoise = gpGlobals->time + RANDOM_FLOAT( 20, 60 );
}
TalkInit();
CTalkMonster::Precache();
}
// talk init
void CSpetsnaz :: TalkInit()
{
CTalkMonster::TalkInit();
if (!m_iszSpeakAs)
{
m_szGrp[TLK_ANSWER] = "AL_ANSWER";
m_szGrp[TLK_QUESTION] = "AL_QUESTION";
m_szGrp[TLK_IDLE] = "AL_IDLE";
m_szGrp[TLK_STARE] = "AL_STARE";
if (pev->spawnflags & SF_MONSTER_PREDISASTER) //LRC
m_szGrp[TLK_USE] = "AL_PFOLLOW";
else
m_szGrp[TLK_USE] = "AL_OK";
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_UNUSE] = "AL_PWAIT";
else
m_szGrp[TLK_UNUSE] = "AL_WAIT";
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_DECLINE] = "AL_POK";
else
m_szGrp[TLK_DECLINE] = "AL_NOTOK";
m_szGrp[TLK_STOP] = "AL_STOP";
m_szGrp[TLK_NOSHOOT] = "AL_SCARED";
m_szGrp[TLK_HELLO] = "AL_HELLO";
m_szGrp[TLK_PLHURT1] = "!AL_CUREA";
m_szGrp[TLK_PLHURT2] = "!AL_CUREB";
m_szGrp[TLK_PLHURT3] = "!AL_CUREC";
m_szGrp[TLK_PHELLO] = NULL;
m_szGrp[TLK_PIDLE] = NULL;
m_szGrp[TLK_PQUESTION] = "AL_PQUEST";
m_szGrp[TLK_SMELL] = "AL_SMELL";
m_szGrp[TLK_WOUND] = "AL_WOUND";
m_szGrp[TLK_MORTAL] = "AL_MORTAL";
}
}
//=========================================================
// PainSound
//=========================================================
void CSpetsnaz :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CSpetsnaz :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// Shoot
//=========================================================
void CSpetsnaz :: Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev->angles );
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
if (m_cAmmoLoaded > 0)
{
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire3.wav", 1, ATTN_NORM ); break;
}
break;
case SPETSNAZ_WEAPON_GROZA:
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire3.wav", 1, ATTN_NORM ); break;
}
break;
case SPETSNAZ_WEAPON_ASVAL:
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire3.wav", 1, ATTN_NORM ); break;
}
break;
}
Vector vecBrassPos, vecBrassDir;
GetAttachment(3, vecBrassPos, vecBrassDir);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgAK );
break;
case SPETSNAZ_WEAPON_GROZA:
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgGroza );
break;
case SPETSNAZ_WEAPON_ASVAL:
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgAsval );
break;
default:
ALERT(at_error, "ERROR: trying to fire without a gun!\n");
}
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// ALERT(at_console, "spcnazz ammo has %d\n", m_cAmmoLoaded);
}
else
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CSpetsnaz :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// ALERT(at_console, "specnaz hitgr: %d\n", ptr->iHitgroup);
// check for helmet shot
if ((ptr->iHitgroup == 8) || (ptr->iHitgroup == 1))
{
// make sure we're wearing one
if (m_iHasHeadShield && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
{
// absorb damage
flDamage -= 40;
if (flDamage <= 0)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}
// it's head shot anyways
ptr->iHitgroup = HITGROUP_HEAD;
}
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
int CSpetsnaz :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
Forget( bits_MEMORY_INCOVER );
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType | DMG_NEVERGIB);
/* // make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
// LRC - if my reaction to the player has been overridden, don't do this stuff
if (m_iPlayerReact) return ret;
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy == NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) )
{
// Alright, now I'm pissed!
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_MAD");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "AL_MAD", 4, VOL_NORM, ATTN_NORM );
}
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_SHOT");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "AL_SHOT", 4, VOL_NORM, ATTN_NORM );
}
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_SHOT");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "AL_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
}
return ret; */
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CSpetsnaz :: CheckRangeAttack2 ( float flDot, float flDist )
{
if (!m_iHasGrenades)
return FALSE;
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed != 0 )
{
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
// assume things haven't changed too much since last time
if (gpGlobals->time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade;
}
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && (m_hEnemy->pev->waterlevel == 0 || m_hEnemy->pev->watertype==CONTENTS_FOG) && m_vecEnemyLKP.z > pev->absmax.z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
Vector vecTarget;
// find feet
if (RANDOM_LONG(0,1))
{
// magically know where they are
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP;
}
// buz: check for allies in target area:
CBaseEntity *pTarget = NULL;
while ((pTarget = UTIL_FindEntityInSphere( pTarget, vecTarget, 256 )) != NULL)
{
if (FClassnameIs( pTarget->pev, "monster_human_alpha") || FClassnameIs( pTarget->pev, "player"))
{
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
}
}
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 );
if ( vecToss != g_vecZero )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
}
return m_fThrowGrenade;
}
void CSpetsnaz :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if (GetBodygroup(SPETSNAZ_GUN_GROUP) != SPETSNAZ_WEAPON_EMPTY && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = NULL;
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
pGun = DropItem( "weapon_aks", vecGunPos, vecGunAngles );
break;
case SPETSNAZ_WEAPON_GROZA:
pGun = DropItem( "weapon_groza", vecGunPos, vecGunAngles );
break;
case SPETSNAZ_WEAPON_ASVAL:
pGun = DropItem( "weapon_val", vecGunPos, vecGunAngles );
break;
}
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
if (m_iHasGrenades)
{
pGun = DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
}
CBaseMonster :: GibMonster();
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSpetsnaz :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case MIL_AE_DROP_GUN:
{
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_EMPTY );
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
DropItem( "weapon_aks", vecGunPos, vecGunAngles );
break;
case SPETSNAZ_WEAPON_GROZA:
DropItem( "weapon_groza", vecGunPos, vecGunAngles );
break;
case SPETSNAZ_WEAPON_ASVAL:
DropItem( "weapon_val", vecGunPos, vecGunAngles );
break;
}
if (m_iHasGrenades)
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
break;
}
case MIL_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "alpha/alpha_reload.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
pev->health = gSkillData.alphaHealth; // Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case MIL_AE_BURST1:
{
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
// buz: sound moved to Shoot
// ALERT(at_console, "*-------- spec burst 1\n");
Shoot();
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case MIL_AE_CAUGHT_ENEMY:
{
// if ( FOkToSpeak() )
// {
SENTENCEG_PlayRndSz(ENT(pev), "AL_ALERT", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
JustSpoke();
// }
}
default:
CMilitary::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CSpetsnaz :: GetSchedule( void )
{
// clear old sentence
m_iSentence = MIL_SENT_NONE;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
{
if (pev->flags & FL_ONGROUND)
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType ( SCHED_MIL_REPEL_LAND );
}
else
{
// repel down a rope,
if ( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_MIL_REPEL_ATTACK );
else
return GetScheduleOfType ( SCHED_MIL_REPEL );
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions(bits_COND_HEAR_SOUND) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound)
{
if (pSound->m_iType & bits_SOUND_DANGER)
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz( ENT(pev), "AL_GREN", MIL_VOL, MIL_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) ))
{
SetIdealYawToTargetAndUpdate( pSound->m_vecOrigin );
}
*/
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE:
case MONSTERSTATE_ALERT:
if ( pFlashlight && pHeadController && FBitSet( pev->spawnflags, SF_TOGGLE_FLASHLIGHT ))
{
if (( pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_ON ) || ( !pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_OFF ))
{
return GetScheduleOfType(SCHED_MIL_FLASHLIGHT);
}
}
// buz: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (m_cAmmoLoaded < m_cClipSize / 2)
{
return GetScheduleOfType ( SCHED_RELOAD );
}
if (!FStringNull(m_hRushEntity) && (gpGlobals->time > m_flRushNextTime) && (m_flRushNextTime != -1))
{
CBaseEntity *pRushEntity = UTIL_FindEntityByTargetname( NULL, STRING( m_hRushEntity ) );
if (pRushEntity)
{
CStartRush* pRush = (CStartRush*)pRushEntity;
m_hTargetEnt = pRush->GetDestinationEntity();
return GetScheduleOfType( SCHED_RUSH_TARGET );
}
else
// rush entity not found on this map.
// try again after next changelevel
m_flRushNextTime = -1;
}
// Behavior for following the player
if ( IsFollowing() )
{
if ( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
// If I'm already close enough to my target
if ( TargetDistance() <= 128 )
{
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
}
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType( SCHED_MOVE_AWAY );
// try to say something about smells
TrySmellTalk();
break;
case MONSTERSTATE_COMBAT:
{
// dead enemy
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
if ( HasConditions( bits_COND_ENEMY_DEAD ) && !m_fEnemyFromPlayer )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_KILL");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "AL_KILL", 4, VOL_NORM, ATTN_NORM );
}
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
if (m_hEnemy != NULL) // buz: rewritten
{
// american spy
if (m_hEnemy->Classify() == CLASS_HUMAN_MILITARY)
SENTENCEG_PlayRndSz( ENT(pev), "AL_AMER", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
// monster
else if ((m_hEnemy->Classify() == CLASS_ALIEN_MILITARY) ||
(m_hEnemy->Classify() == CLASS_ALIEN_MONSTER) ||
(m_hEnemy->Classify() == CLASS_ALIEN_PREY) ||
(m_hEnemy->Classify() == CLASS_ALIEN_PREDATOR))
SENTENCEG_PlayRndSz( ENT(pev), "AL_MONST", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
}
JustSpoke();
// }
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD );
// else
// return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
/* // if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG(0,99);
if ( iPercent <= 90 && m_hEnemy != NULL )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = AL_SENT_COVER;
//JustSpoke();
// }
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}*/
int iPercent;
// buz: 90% to duck and cover, if can
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) && m_hEnemy != NULL )
{
iPercent = RANDOM_LONG(0,99);
if (iPercent <= 90)
return GetScheduleOfType( SCHED_MIL_DUCK_COVER_WAIT ); // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG(0,99);
if ( iPercent <= 50 && m_hEnemy != NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_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 ) )
{
if( pHeadController && pHeadController->GetBackTrace() < 32.0f )
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
else
{
//ALERT(at_console, "BACK! \n");
return GetScheduleOfType ( SCHED_MIL_WALKBACK_FIRE );
}
}
// can grenade launch
else if ((m_iHasGrenades) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ))
{
// shoot a grenade if you can
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz( ENT(pev), "AL_THROW", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
JustSpoke();
// }
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = AL_SENT_CHARGE;
//JustSpoke();
// }
return GetScheduleOfType( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CTalkMonster :: GetSchedule();
}
Schedule_t *CSpetsnaz :: GetScheduleOfType(int Type)
{
return CMilitary::GetScheduleOfType(Type);
}
void CSpetsnaz :: SpeakSentence( void )
{
if ( m_iSentence == AL_SENT_NONE )
{
// no sentence cued up.
return;
}
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz( ENT(pev), pSpetsnazSentences[ m_iSentence ], MIL_VOL, MIL_ATTN, 0, m_voicePitch);
JustSpoke();
// }
}
BOOL CSpetsnaz :: CheckRangeAttack1 ( float flDot, float flDist )
{
if (pev->weapons == SPETSNAZ_WEAPON_EMPTY)
return false;
return CMilitary :: CheckRangeAttack1 ( flDot, flDist );
}
void CSpetsnaz :: RunAI ( void )
{
// ALERT(at_console, "*** time %f\n", gpGlobals->time);
if (m_fNextRadioNoise && (m_fNextRadioNoise < gpGlobals->time))
{
m_fNextRadioNoise = gpGlobals->time + RANDOM_FLOAT( 20, 60 );
SENTENCEG_PlayRndSz( ENT(pev), "AL_RADIONOISE", 0.2, ATTN_STATIC, 0, m_voicePitch, CHAN_BODY);
}
CMilitary::RunAI();
}
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> TASK_DIE <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> player_loadsaved. (1.1)
void CSpetsnaz :: RunTask ( Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_DIE:
{
if (m_fSequenceFinished && pev->frame >= 255)
{
pev->deadflag = DEAD_DEAD;
StopAnimation();
if (!BBoxFlat())
UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 1));
else
UTIL_SetSize(pev, Vector(pev->mins.x, pev->mins.y, pev->mins.z), Vector(pev->maxs.x, pev->maxs.y, pev->mins.z + 1));
if (ShouldFadeOnDeath())
SUB_StartFadeOut();
else
CSoundEnt::InsertSound(bits_SOUND_CARCASS, pev->origin, 384, 30);
if (!gpGlobals->deathmatch)
{
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(1));
if (pPlayer)
{
ClearBits( pPlayer->m_iHideHUD, ITEM_SUIT );
if (pPlayer->m_iGasMaskOn)
pPlayer->ToggleGasMask();
ClearBits( pPlayer->m_iHideHUD, ITEM_GASMASK );
if (pPlayer->m_iHeadShieldOn)
pPlayer->ToggleHeadShield();
ClearBits( pPlayer->m_iHideHUD, ITEM_HEADSHIELD );
}
UTIL_ScreenFadeAll(Vector(0, 0, 0), 1, 6, 255, 0x0001); // Wargon: FFADE_OUT. (1.1)
UTIL_ShowMessageAll("#ALPHA_DIED");
SetNextThink(5);
SetThink(&CSpetsnaz::MonsterDeadThink);
}
else
SetThink(NULL);
}
break;
}
default:
{
CMilitary::RunTask(pTask);
break;
}
}
}
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
void CSpetsnaz :: MonsterDeadThink ( void )
{
SERVER_COMMAND("reload\n");
}
/***************************************
Spetsnaz with aps class
***************************************/
#define SPETSNAZ2_HEAD_GROUP 1
#define SPETSNAZ2_HEAD_SHIELD 1
#define SPETSNAZ2_GUN_GROUP 2
#define SPETSNAZ2_WEAPON_APS 0
#define SPETSNAZ2_WEAPON_EMPTY 1
class CSpetsnazAPS : public CSpetsnaz
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void Shoot ( void );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
void SetActivity ( Activity NewActivity );
void GibMonster( void );
};
LINK_ENTITY_TO_CLASS( monster_alpha_pistol, CSpetsnazAPS );
void CSpetsnazAPS :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/soldier_alpha_pistol.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// if (pev->health == 0)
pev->health = gSkillData.alphaHealth;
m_flFieldOfView = VIEW_FIELD_FULL; //0.2;
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = MIL_SENT_NONE;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_HackedGunPos = Vector ( 0, 0, 55 );
m_cClipSize = 12;
m_cAmmoLoaded = m_cClipSize;
// buz: pev->body is head number
int head = pev->body;
pev->body = 0;
SetBodygroup( SPETSNAZ2_HEAD_GROUP, head );
m_iHasHeadShield = (head == SPETSNAZ2_HEAD_SHIELD) ? 1 : 0;
m_iNoGasDamage = 0;
MonsterInit();
SetUse(&CSpetsnazAPS :: FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSpetsnazAPS :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/soldier_alpha_pistol.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
PRECACHE_SOUND ("weapons/aps_fire.wav");
PRECACHE_SOUND( "alpha/alpha_die1.wav" );
PRECACHE_SOUND( "alpha/alpha_die2.wav" );
PRECACHE_SOUND( "alpha/alpha_die3.wav" );
PRECACHE_SOUND( "alpha/alpha_pain1.wav" );
PRECACHE_SOUND( "alpha/alpha_pain2.wav" );
PRECACHE_SOUND( "alpha/alpha_pain3.wav" );
PRECACHE_SOUND( "alpha/alpha_pain4.wav" );
PRECACHE_SOUND( "alpha/alpha_pain5.wav" );
PRECACHE_SOUND( "alpha/alpha_reload_aps.wav" );
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
m_iBrassShell = PRECACHE_MODEL ("models/aps_shell.mdl");
// get voice pitch
if (RANDOM_LONG(0,1))
m_voicePitch = 109 + RANDOM_LONG(0,7);
else
m_voicePitch = 100;
if (pev->spawnflags & SF_SPETSNAZ_RADIO)
{
m_fNextRadioNoise = gpGlobals->time + RANDOM_FLOAT( 20, 60 );
}
TalkInit();
CTalkMonster::Precache();
}
BOOL CSpetsnazAPS :: CheckRangeAttack1 ( float flDot, float flDist )
{
return CMilitary :: CheckRangeAttack1 ( flDot, flDist );
}
void CSpetsnazAPS :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if (GetBodygroup(SPETSNAZ2_GUN_GROUP) != SPETSNAZ2_WEAPON_EMPTY && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = DropItem( "weapon_aps", vecGunPos, vecGunAngles );
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
if (m_iHasGrenades)
{
pGun = DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
}
CBaseMonster :: GibMonster();
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSpetsnazAPS :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case MIL_AE_DROP_GUN:
{
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( SPETSNAZ2_GUN_GROUP, SPETSNAZ2_WEAPON_EMPTY );
DropItem( "weapon_aps", vecGunPos, vecGunAngles );
if (m_iHasGrenades)
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
break;
}
case MIL_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "alpha/alpha_reload_aps.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
default:
CSpetsnaz::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Shoot
//=========================================================
void CSpetsnazAPS :: Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev->angles );
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
if (m_cAmmoLoaded > 0)
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aps_fire.wav", 1, ATTN_NORM );
Vector vecBrassPos, vecBrassDir;
GetAttachment(3, vecBrassPos, vecBrassDir);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmg9MM );
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
}
else
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
void CSpetsnazAPS :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_RANGE_ATTACK1:
//iSequence = LookupActivity ( NewActivity );
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching" );
}
break;
case ACT_RANGE_ATTACK2:
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
break;
case ACT_RUN:
if ( pev->health <= MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_WALK:
if ( pev->health <= MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity ( NewActivity );
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( );
RecalculateYawSpeed();
}
else
{
// Not available try to get default anim
ALERT ( at_debug, "%s has no sequence for act:%s\n", STRING(pev->classname), GetNameForActivity( NewActivity ));
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
#define INFECTED_WEAPON_AKS 0
#define INFECTED_WEAPON_ASVAL 1
#define INFECTED_WEAPON_GROZA 2
#define INFECTED_WEAPON_EMPTY 3
/***************************************
Infected soldier class
****************************************/
class CSoldierInfected : public CMilitary
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void DeathSound( void );
void PainSound( void );
void Shoot ( void );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
int Classify(void);
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType(int Type);
void GibMonster( void );
};
LINK_ENTITY_TO_CLASS( monster_soldier_infected, CSoldierInfected );
void CSoldierInfected::Spawn( )
{
Precache( );
CMilitary::Spawn();
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/monsters/monster_soldiershooter.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
//pev->health = gSkillData.infSoldierHealth;
m_flFieldOfView = VIEW_FIELD_FULL; //0.2;
m_MonsterState = MONSTERSTATE_NONE;
m_flNextPainTime = gpGlobals->time;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_HackedGunPos = Vector ( 0, 0, 55 );
m_cClipSize = 30;
m_cAmmoLoaded = m_cClipSize;
// buz: pev->body is head number
int head = pev->body;
pev->body = 0;
MonsterInit();
InitFlashlight();
InitHeadController();
}
void CSoldierInfected :: Precache( )
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/monsters/monster_soldiershooter.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
PRECACHE_SOUND ("weapons/aps_fire.wav");
PRECACHE_SOUND( "InfectedSoldier/die1.wav" );
PRECACHE_SOUND( "InfectedSoldier/die2.wav" );
PRECACHE_SOUND( "InfectedSoldier/die3.wav" );
PRECACHE_SOUND( "InfectedSoldier/pain1.wav" );
PRECACHE_SOUND( "InfectedSoldier/pain2.wav" );
PRECACHE_SOUND( "InfectedSoldier/pain3.wav" );
PRECACHE_SOUND( "InfectedSoldier/pain4.wav" );
PRECACHE_SOUND( "InfectedSoldier/pain5.wav" );
PRECACHE_SOUND( "alpha/alpha_reload_aps.wav" );
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
m_iBrassShell = PRECACHE_MODEL ("models/aps_shell.mdl");
// get voice pitch
if (RANDOM_LONG(0,1))
m_voicePitch = 109 + RANDOM_LONG(0,7);
else
m_voicePitch = 100;
}
void CSoldierInfected::HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case MIL_AE_DROP_GUN:
{
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( MIL_GUN_GROUP, MIL_GUN_NONE );
// now spawn a gun.
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
if (pev->weapons == MIL_GRENADES)
{
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
}
break;
}
case MIL_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_reload.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case MIL_AE_BURST1:
{
// ALERT(at_console, "*-------- mil burst 1\n");
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if (m_cAmmoLoaded > 0)
{
if ( RANDOM_LONG(0,1) )
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun1.wav", 1, ATTN_NORM );
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun2.wav", 1, ATTN_NORM );
}
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
}
Shoot();
}
break;
case MIL_AE_BURST2:
case MIL_AE_BURST3:
Shoot();
break;
case MIL_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// buz: move only if it is a monster!
if (pHurt->MyMonsterPointer())
{
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
}
pHurt->TakeDamage( pev, pev, gSkillData.MilDmgKick, DMG_CLUB );
}
}
break;
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CSoldierInfected :: GetSchedule( void )
{
// clear old sentence
m_iSentence = MIL_SENT_NONE;
if (m_cAmmoLoaded < m_cClipSize / 2)
{
return GetScheduleOfType ( SCHED_RELOAD );
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE:
case MONSTERSTATE_ALERT:
case MONSTERSTATE_COMBAT:
{
// no ammo
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>. (1.1)
// if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD );
// else
// return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
}
// 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 ) )
{
return GetScheduleOfType( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_INFECTED_FIRINGWALK );
}
}
}
// no special cases here, call the base class
return CBaseMonster :: GetSchedule();
}
Schedule_t* CSoldierInfected :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_INFECTED_FIRINGWALK:
{
return slInfFiringWalk;
}
break;
default:
{
return CMilitary :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// PainSound
//=========================================================
void CSoldierInfected :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain3.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain4.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain5.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CSoldierInfected :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/die3.wav", 1, ATTN_IDLE );
break;
}
}
void CSoldierInfected::Shoot ( void )
{
UTIL_MakeVectors ( pev->angles );
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
if (m_cAmmoLoaded > 0)
{
switch (pev->weapons)
{
case INFECTED_WEAPON_AKS:
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire3.wav", 1, ATTN_NORM ); break;
}
break;
case INFECTED_WEAPON_GROZA:
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire3.wav", 1, ATTN_NORM ); break;
}
break;
case INFECTED_WEAPON_ASVAL:
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire3.wav", 1, ATTN_NORM ); break;
}
break;
}
Vector vecBrassPos, vecBrassDir;
GetAttachment(3, vecBrassPos, vecBrassDir);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
switch (pev->weapons)
{
case SPETSNAZ_WEAPON_AKS:
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048, BULLET_NORMAL, gSkillData.monDmgAK );
break;
case SPETSNAZ_WEAPON_GROZA:
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048, BULLET_NORMAL, gSkillData.monDmgGroza );
break;
case SPETSNAZ_WEAPON_ASVAL:
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048, BULLET_NORMAL, gSkillData.monDmgAsval );
break;
default:
ALERT(at_error, "ERROR: trying to fire without a gun!\n");
}
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// ALERT(at_console, "spcnazz ammo has %d\n", m_cAmmoLoaded);
}
else
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
BOOL CSoldierInfected :: CheckRangeAttack1 ( float flDot, float flDist )
{
return FALSE;
}
void CSoldierInfected :: GibMonster( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if (GetBodygroup(SPETSNAZ_GUN_GROUP) != SPETSNAZ_WEAPON_EMPTY && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = NULL;
switch (pev->weapons)
{
case INFECTED_WEAPON_AKS:
pGun = DropItem( "weapon_aks", vecGunPos, vecGunAngles );
break;
case INFECTED_WEAPON_GROZA:
pGun = DropItem( "weapon_groza", vecGunPos, vecGunAngles );
break;
case INFECTED_WEAPON_ASVAL:
pGun = DropItem( "weapon_val", vecGunPos, vecGunAngles );
break;
}
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
CBaseMonster :: GibMonster();
}
BOOL CSoldierInfected :: 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)
{
return TRUE;
}
return FALSE;
}
int CSoldierInfected :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_ALIEN_PREY;
}