forked from FWGS/Paranoia2
4970 lines
141 KiB
C++
4970 lines
141 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// hgrunt
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//=========================================================
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//=========================================================
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// Hit groups!
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//=========================================================
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/*
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1 - Head
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2 - Stomach
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3 - Gun
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*/
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#include "extdll.h"
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#include "plane.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "squadmonster.h"
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#include "weapons.h"
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#include "talkmonster.h"
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#include "soundent.h"
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#include "effects.h"
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#include "customentity.h"
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#include "scripted.h" //LRC
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extern short g_sModelIndexLaser;// buz
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// buz: test draw line
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void BuzTestDrawLine( Vector p1, Vector p2, int r, int g, int b )
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{
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMPOINTS );
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WRITE_COORD( p1.x );
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WRITE_COORD( p1.y );
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WRITE_COORD( p1.z );
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WRITE_COORD( p2.x );
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WRITE_COORD( p2.y );
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WRITE_COORD( p2.z );
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WRITE_SHORT( g_sModelIndexLaser );
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 1 ); // life
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WRITE_BYTE( 40 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( r ); // r, g, b
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WRITE_BYTE( g ); // r, g, b
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WRITE_BYTE( b ); // r, g, b
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WRITE_BYTE( 128 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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}
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int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
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int g_fTerrorQuestion; // buz: same for terrorists
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extern DLL_GLOBAL int g_iSkillLevel;
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define GRUNT_VOL 0.35 // volume of grunt sounds
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#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
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#define HGRUNT_LIMP_HEALTH (pev->max_health*0.3)
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#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
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#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
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#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
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#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
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#define HGRUNT_9MMAR ( 1 << 0) // AK for terrorists
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#define HGRUNT_HANDGRENADE ( 1 << 1)
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#define HGRUNT_GRENADELAUNCHER ( 1 << 2)
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#define HGRUNT_SHOTGUN ( 1 << 3) // RPK for terrorists
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#define HEAD_GROUP 1 // used by terrors
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//#define HEAD_GRUNT 0
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//#define HEAD_COMMANDER 1
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//#define HEAD_SHOTGUN 2
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//#define HEAD_M203 3
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//buz:
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#define DIVERSANT_HEADSTUFF_GROUP 2
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#define DIVERSANT_HEADSTUFF_PNV 0
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#define DIVERSANT_HEADSTUFF_KASKA 1
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#define DIVERSANT_HEADSTUFF_KASKA_PNV 2
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#define DIVERSANT_HEADSTUFF_NO 3
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#define DIVERSANT_AMMUNITION_GROUP 3
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#define DIVERSANT_AMMUNITION_BACKPACK 0
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#define DIVERSANT_AMMUNITION_NO 1
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#define DIVERSANT_GUN_GROUP 4
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#define DIVERSANT_GUN_MP5 0
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#define DIVERSANT_GUN_SHOTGUN 1
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#define DIVERSANT_GUN_NONE 2
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//#define GUN_GROUP 2
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//#define GUN_MP5 0
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//#define GUN_SHOTGUN 1
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//#define GUN_NONE 2
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HGRUNT_AE_RELOAD ( 2 )
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#define HGRUNT_AE_KICK ( 3 )
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#define HGRUNT_AE_BURST1 ( 4 )
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#define HGRUNT_AE_BURST2 ( 5 )
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#define HGRUNT_AE_BURST3 ( 6 )
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#define HGRUNT_AE_GREN_TOSS ( 7 )
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#define HGRUNT_AE_GREN_LAUNCH ( 8 )
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#define HGRUNT_AE_GREN_DROP ( 9 )
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#define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
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#define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
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SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_GRUNT_COVER_AND_RELOAD,
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SCHED_GRUNT_SWEEP,
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SCHED_GRUNT_FOUND_ENEMY,
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SCHED_GRUNT_REPEL,
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SCHED_GRUNT_REPEL_ATTACK,
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SCHED_GRUNT_REPEL_LAND,
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SCHED_GRUNT_WAIT_FACE_ENEMY,
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SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_GRUNT_ELOF_FAIL,
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SCHED_GRUNT_DUCK_COVER_WAIT, // buz
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// SCHED_GRUNT_RUN_SHOOTING, // buz
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
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TASK_GRUNT_SPEAK_SENTENCE,
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TASK_GRUNT_CHECK_FIRE,
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TASK_GRUNT_MOVE_SHOOTING, // buz
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};
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//=========================================================
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// monster-specific conditions
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//=========================================================
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#define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 )
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class CHGrunt : public CSquadMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void );
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int Classify ( void );
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int ISoundMask ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL FCanCheckAttacks ( void );
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BOOL CheckMeleeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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void CheckAmmo ( void );
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void SetActivity ( Activity NewActivity );
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void StartTask ( Task_t *pTask );
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void RunTask ( Task_t *pTask );
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void DeathSound( void );
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void PainSound( void );
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void IdleSound ( void );
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Vector GetGunPosition( void );
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virtual void Shoot ( void );
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void Shotgun ( void );
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void PrescheduleThink ( void );
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void GibMonster( void );
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virtual void SpeakSentence( void );
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virtual void SetEyePosition ( void ); // buz
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// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
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virtual int ObjectCaps( void ) { return CSquadMonster::ObjectCaps() | (m_iDeadAmmo?FCAP_IMPULSE_USE:0); }
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int m_iDeadAmmo;
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void EXPORT DeadUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Killed( entvars_t *pevAttacker, int iGib );
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// buz: overriden for soldiers - eye position is differs when monster is crouching
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virtual Vector EyePosition( )
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{
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if (m_Activity == ACT_TWITCH)
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return pev->origin + Vector(0, 0, 36);
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else
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return pev->origin + pev->view_ofs;
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}
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void ResetSequenceInfo ( );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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CBaseEntity *Kick( void );
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType ( int Type );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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int IRelationship ( CBaseEntity *pTarget );
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BOOL FOkToSpeak( void );
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void JustSpoke( void );
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CUSTOM_SCHEDULES;
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static TYPEDESCRIPTION m_SaveData[];
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck;
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float m_flNextPainTime;
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float m_flLastEnemySightTime;
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Vector m_vecTossVelocity;
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BOOL m_fThrowGrenade;
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BOOL m_fStanding;
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_cClipSize;
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int m_voicePitch;
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int m_iBrassShell;
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int m_iShotgunShell;
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int m_iSentence;
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int m_iLastFireCheckResult; // buz. 1-only crouch, 2-only standing, 0-any
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static const char *pGruntSentences[];
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};
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LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt );
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LINK_ENTITY_TO_CLASS( monster_diversant, CHGrunt );
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TYPEDESCRIPTION CHGrunt::m_SaveData[] =
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{
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DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ),
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DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ),
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// DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
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DEFINE_FIELD( CHGrunt, m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHGrunt, m_fStanding, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHGrunt, m_cClipSize, FIELD_INTEGER ),
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DEFINE_FIELD( CHGrunt, m_voicePitch, FIELD_INTEGER ),
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// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
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// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
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DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ),
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// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
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DEFINE_FIELD( CHGrunt, m_iDeadAmmo, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster );
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const char *CHGrunt::pGruntSentences[] =
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{
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"DV_GREN", // grenade scared grunt
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"DV_ALERT", // sees player
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"DV_MONSTER", // sees monster
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"DV_COVER", // running to cover
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"DV_THROW", // about to throw grenade
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"DV_CHARGE", // running out to get the enemy
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"DV_TAUNT", // say rude things
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};
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enum
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{
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HGRUNT_SENT_NONE = -1,
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HGRUNT_SENT_GREN = 0,
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HGRUNT_SENT_ALERT,
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HGRUNT_SENT_MONSTER,
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HGRUNT_SENT_COVER,
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HGRUNT_SENT_THROW,
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HGRUNT_SENT_CHARGE,
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HGRUNT_SENT_TAUNT,
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} HGRUNT_SENTENCE_TYPES;
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// buz: ResetSequenceInfo overriden for grunts -
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// m_flGroundSpeed should be set accrording to pev->gaitsequence
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void CHGrunt :: ResetSequenceInfo ( )
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{
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CBaseAnimating::ResetSequenceInfo();
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if( pev->gaitsequence )
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{
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float dummy;
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GetSequenceInfo( GetModelPtr(), m_flPoseParameter, pev->gaitsequence, &dummy, &m_flGroundSpeed );
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}
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}
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//=========================================================
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// Speak Sentence - say your cued up sentence.
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//
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// Some grunt sentences (take cover and charge) rely on actually
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// being able to execute the intended action. It's really lame
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// when a grunt says 'COVER ME' and then doesn't move. The problem
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// is that the sentences were played when the decision to TRY
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// to move to cover was made. Now the sentence is played after
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// we know for sure that there is a valid path. The schedule
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// may still fail but in most cases, well after the grunt has
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// started moving.
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//=========================================================
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void CHGrunt :: SpeakSentence( void )
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{
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if ( m_iSentence == HGRUNT_SENT_NONE )
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{
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// no sentence cued up.
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return;
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}
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if (FOkToSpeak())
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{
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SENTENCEG_PlayRndSz( ENT(pev), pGruntSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
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JustSpoke();
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}
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}
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//=========================================================
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// IRelationship - overridden because Alien Grunts are
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// Human Grunt's nemesis.
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//=========================================================
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int CHGrunt::IRelationship ( CBaseEntity *pTarget )
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{
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//LRC- only hate alien grunts if my behaviour hasn't been overridden
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if (!m_iClass && FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
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{
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return R_NM;
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}
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return CSquadMonster::IRelationship( pTarget );
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}
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//=========================================================
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// GibMonster - make gun fly through the air.
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//=========================================================
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void CHGrunt :: GibMonster ( void )
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if ( GetBodygroup( DIVERSANT_GUN_GROUP ) != DIVERSANT_GUN_NONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
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{// throw a gun if the grunt has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
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{
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pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
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}
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else
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{
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pGun = DropItem( "weapon_groza", vecGunPos, vecGunAngles );
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}
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
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{
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pGun = DropItem( "ammo_vog25", vecGunPos, vecGunAngles );
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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}
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}
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|
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CBaseMonster :: GibMonster();
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}
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|
||
//=========================================================
|
||
// ISoundMask - Overidden for human grunts because they
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// hear the DANGER sound that is made by hand grenades and
|
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// other dangerous items.
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||
//=========================================================
|
||
int CHGrunt :: ISoundMask ( void )
|
||
{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_PLAYER |
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bits_SOUND_DANGER;
|
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}
|
||
|
||
//=========================================================
|
||
// someone else is talking - don't speak
|
||
//=========================================================
|
||
BOOL CHGrunt :: FOkToSpeak( void )
|
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{
|
||
// if someone else is talking, don't speak
|
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
|
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return FALSE;
|
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|
||
if ( pev->spawnflags & SF_MONSTER_GAG )
|
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{
|
||
if ( m_MonsterState != MONSTERSTATE_COMBAT )
|
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{
|
||
// no talking outside of combat if gagged.
|
||
return FALSE;
|
||
}
|
||
}
|
||
|
||
// if player is not in pvs, don't speak
|
||
// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
|
||
// return FALSE;
|
||
|
||
return TRUE;
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
void CHGrunt :: JustSpoke( void )
|
||
{
|
||
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
|
||
m_iSentence = HGRUNT_SENT_NONE;
|
||
}
|
||
|
||
//=========================================================
|
||
// PrescheduleThink - this function runs after conditions
|
||
// are collected and before scheduling code is run.
|
||
//=========================================================
|
||
void CHGrunt :: PrescheduleThink ( void )
|
||
{
|
||
if ( InSquad() && m_hEnemy != NULL )
|
||
{
|
||
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
||
{
|
||
// update the squad's last enemy sighting time.
|
||
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
|
||
}
|
||
else
|
||
{
|
||
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
|
||
{
|
||
// been a while since we've seen the enemy
|
||
MySquadLeader()->m_fEnemyEluded = TRUE;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// FCanCheckAttacks - this is overridden 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 CHGrunt :: FCanCheckAttacks ( void )
|
||
{
|
||
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
|
||
{
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
return FALSE;
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// CheckMeleeAttack1
|
||
//=========================================================
|
||
BOOL CHGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||
{
|
||
CBaseMonster *pEnemy;
|
||
|
||
if ( m_hEnemy != NULL )
|
||
{
|
||
pEnemy = m_hEnemy->MyMonsterPointer();
|
||
|
||
if ( !pEnemy )
|
||
{
|
||
return FALSE;
|
||
}
|
||
}
|
||
|
||
if ( flDist <= 64 && flDot >= 0.7 &&
|
||
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
||
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
|
||
{
|
||
return TRUE;
|
||
}
|
||
return FALSE;
|
||
}
|
||
|
||
//=========================================================
|
||
// CheckRangeAttack1 - overridden for 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 CHGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
{
|
||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||
{
|
||
TraceResult tr;
|
||
|
||
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
|
||
{
|
||
// 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 )
|
||
m_iLastFireCheckResult = 0; // shoot as you wish
|
||
else
|
||
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 )
|
||
{
|
||
m_iLastFireCheckResult = 2; // buz: standing is our only one choice
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
m_iLastFireCheckResult = 0;
|
||
return FALSE; // cant fire
|
||
}
|
||
}
|
||
}
|
||
|
||
return FALSE;
|
||
}
|
||
|
||
//=========================================================
|
||
// CheckRangeAttack2 - this checks the Grunt's grenade
|
||
// attack.
|
||
//=========================================================
|
||
BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
|
||
{
|
||
if (! FBitSet(pev->weapons, (HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER)))
|
||
{
|
||
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;
|
||
}
|
||
}
|
||
|
||
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 CHGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
{
|
||
// ALERT(at_console, "hgrunt 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;
|
||
}
|
||
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// TakeDamage - overridden for the grunt because the grunt
|
||
// needs to forget that he is in cover if he's hurt. (Obviously
|
||
// not in a safe place anymore).
|
||
//=========================================================
|
||
int CHGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||
{
|
||
Forget( bits_MEMORY_INCOVER );
|
||
|
||
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||
}
|
||
|
||
//=========================================================
|
||
// MaxYawSpeed - allows each sequence to have a different
|
||
// turn rate associated with it.
|
||
//=========================================================
|
||
float CHGrunt :: MaxYawSpeed( void )
|
||
{
|
||
int ys;
|
||
|
||
switch ( m_Activity )
|
||
{
|
||
case ACT_IDLE:
|
||
ys = 150;
|
||
break;
|
||
case ACT_RUN:
|
||
ys = 150;
|
||
break;
|
||
case ACT_WALK:
|
||
ys = 180;
|
||
break;
|
||
case ACT_RANGE_ATTACK1:
|
||
ys = 120;
|
||
break;
|
||
case ACT_RANGE_ATTACK2:
|
||
ys = 120;
|
||
break;
|
||
case ACT_MELEE_ATTACK1:
|
||
ys = 120;
|
||
break;
|
||
case ACT_MELEE_ATTACK2:
|
||
ys = 120;
|
||
break;
|
||
case ACT_TURN_LEFT:
|
||
case ACT_TURN_RIGHT:
|
||
ys = 180;
|
||
break;
|
||
case ACT_GLIDE:
|
||
case ACT_FLY:
|
||
ys = 30;
|
||
break;
|
||
default:
|
||
ys = 90;
|
||
break;
|
||
}
|
||
|
||
return ys;
|
||
}
|
||
|
||
void CHGrunt :: IdleSound( void )
|
||
{
|
||
if (FOkToSpeak() && (g_fGruntQuestion || RANDOM_LONG(0,1)))
|
||
{
|
||
if (!g_fGruntQuestion)
|
||
{
|
||
// ask question or make statement
|
||
switch (RANDOM_LONG(0,2))
|
||
{
|
||
case 0: // check in
|
||
SENTENCEG_PlayRndSz(ENT(pev), "DV_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
g_fGruntQuestion = 1;
|
||
break;
|
||
case 1: // question
|
||
SENTENCEG_PlayRndSz(ENT(pev), "DV_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
g_fGruntQuestion = 2;
|
||
break;
|
||
case 2: // statement
|
||
SENTENCEG_PlayRndSz(ENT(pev), "DV_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
switch (g_fGruntQuestion)
|
||
{
|
||
case 1: // check in
|
||
SENTENCEG_PlayRndSz(ENT(pev), "DV_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
case 2: // question
|
||
SENTENCEG_PlayRndSz(ENT(pev), "DV_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
}
|
||
g_fGruntQuestion = 0;
|
||
}
|
||
JustSpoke();
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// CheckAmmo - overridden for the grunt because he actually
|
||
// uses ammo! (base class doesn't)
|
||
//=========================================================
|
||
void CHGrunt :: CheckAmmo ( void )
|
||
{
|
||
if ( m_cAmmoLoaded <= 0 )
|
||
{
|
||
SetConditions(bits_COND_NO_AMMO_LOADED);
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Classify - indicates this monster's place in the
|
||
// relationship table.
|
||
//=========================================================
|
||
int CHGrunt :: Classify ( void )
|
||
{
|
||
return m_iClass?m_iClass:CLASS_HUMAN_MILITARY;
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
CBaseEntity *CHGrunt :: 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 * 70);
|
||
|
||
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 CHGrunt :: 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 ); // buz: prevent firing crouched, when hiding behind the barrels, crates etc.
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CHGrunt :: 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.monDmgMP5 ); // shoot +-5 degrees
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
// ALERT(at_console, "grunt ammo has %d\n", m_cAmmoLoaded);
|
||
}
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
}
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CHGrunt :: Shotgun ( void )
|
||
{
|
||
if (m_hEnemy == NULL && m_pCine == NULL)
|
||
{
|
||
return;
|
||
}
|
||
|
||
Vector vecShootOrigin = GetGunPosition();
|
||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
||
UTIL_MakeVectors ( pev->angles );
|
||
|
||
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_iShotgunShell, TE_BOUNCE_SHOTSHELL );
|
||
FireBullets( gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_BUCKSHOT, gSkillData.plrDmgBuckshot ); // shoot +-7.5 degrees
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
}
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case HGRUNT_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( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_NONE );
|
||
|
||
// now spawn a gun.
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
{
|
||
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
|
||
}
|
||
else
|
||
{
|
||
DropItem( "weapon_groza", vecGunPos, vecGunAngles );
|
||
}
|
||
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
|
||
{
|
||
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
|
||
}
|
||
|
||
}
|
||
break;
|
||
|
||
case HGRUNT_AE_RELOAD:
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "diversant/gr_reload1.wav", 1, ATTN_NORM );
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
case HGRUNT_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;
|
||
|
||
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 HGRUNT_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 HGRUNT_AE_BURST1:
|
||
{
|
||
// ALERT(at_console, "-------- grunt burst 1\n");
|
||
if ( FBitSet( pev->weapons, HGRUNT_9MMAR ))
|
||
{
|
||
// 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, "diversant/gr_mgun1.wav", 1, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "diversant/gr_mgun2.wav", 1, ATTN_NORM );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
}
|
||
|
||
Shoot();
|
||
}
|
||
else
|
||
{
|
||
Shotgun( );
|
||
|
||
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM );
|
||
}
|
||
|
||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
}
|
||
break;
|
||
|
||
case HGRUNT_AE_BURST2:
|
||
case HGRUNT_AE_BURST3:
|
||
Shoot();
|
||
break;
|
||
|
||
case HGRUNT_AE_KICK:
|
||
{
|
||
CBaseEntity *pHurt = Kick();
|
||
|
||
if ( pHurt )
|
||
{
|
||
// SOUND HERE!
|
||
UTIL_MakeVectors( pev->angles );
|
||
pHurt->pev->punchangle.x = 15;
|
||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
|
||
pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case HGRUNT_AE_CAUGHT_ENEMY:
|
||
{
|
||
if ( FOkToSpeak() )
|
||
{
|
||
SENTENCEG_PlayRndSz(ENT(pev), "DV_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
|
||
}
|
||
|
||
default:
|
||
CSquadMonster::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Spawn
|
||
//=========================================================
|
||
void CHGrunt :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
// buz: rename to monster_human_grunt if set as monster_diversant
|
||
pev->classname = MAKE_STRING("monster_human_grunt");
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/diversant.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.hgruntHealth;
|
||
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
|
||
|
||
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
||
m_fEnemyEluded = FALSE;
|
||
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
||
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
if (pev->weapons == 0)
|
||
{
|
||
// initialize to original values
|
||
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE;
|
||
}
|
||
|
||
// buz: pev->body is head stuff number
|
||
int headstuff = pev->body;
|
||
pev->body = 0;
|
||
SetBodygroup( DIVERSANT_HEADSTUFF_GROUP, headstuff );
|
||
|
||
// hack for studiomodelrenderer to draw goggles
|
||
if (headstuff == DIVERSANT_HEADSTUFF_PNV)
|
||
pev->renderfx = 50;
|
||
|
||
// buz: pev->effects is ammunition number
|
||
int backpack = pev->effects;
|
||
SetBodygroup( DIVERSANT_AMMUNITION_GROUP, backpack );
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
{
|
||
SetBodygroup( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_SHOTGUN );
|
||
m_cClipSize = 8;
|
||
}
|
||
else
|
||
{
|
||
SetBodygroup( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_MP5 );
|
||
m_cClipSize = GRUNT_CLIP_SIZE;
|
||
}
|
||
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
CTalkMonster::g_talkWaitTime = 0;
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
m_iDeadAmmo = 0;
|
||
|
||
MonsterInit();
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CHGrunt :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/diversant.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
PRECACHE_MODEL("models/mask.mdl"); // buz test
|
||
|
||
PRECACHE_SOUND( "diversant/gr_mgun1.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_mgun2.wav" );
|
||
|
||
PRECACHE_SOUND( "diversant/gr_die1.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_die2.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "diversant/gr_pain1.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain2.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain3.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain4.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "diversant/gr_reload1.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/glauncher.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
|
||
|
||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
PRECACHE_SOUND("items/9mmclip1.wav");
|
||
|
||
// get voice pitch
|
||
if (RANDOM_LONG(0,1))
|
||
m_voicePitch = 109 + RANDOM_LONG(0,7);
|
||
else
|
||
m_voicePitch = 100;
|
||
|
||
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
|
||
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
|
||
}
|
||
|
||
//=========================================================
|
||
// start task
|
||
//=========================================================
|
||
void CHGrunt :: StartTask ( Task_t *pTask )
|
||
{
|
||
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
||
switch ( pTask->iTask )
|
||
{
|
||
case TASK_GRUNT_CHECK_FIRE:
|
||
if ( !NoFriendlyFire() )
|
||
{
|
||
SetConditions( bits_COND_GRUNT_NOFIRE );
|
||
}
|
||
TaskComplete();
|
||
break;
|
||
|
||
case TASK_GRUNT_MOVE_SHOOTING: // buz
|
||
if (FRouteClear())
|
||
TaskComplete();
|
||
|
||
Forget( bits_MEMORY_INCOVER );
|
||
pev->gaitsequence = LookupSequence( "run" ); // test
|
||
if (HasConditions( bits_COND_CAN_RANGE_ATTACK1 ))
|
||
m_IdealActivity = ACT_USE; // special shoot anim (blended)
|
||
else
|
||
m_IdealActivity = ACT_GUARD; // special wait anim (blended)
|
||
|
||
break;
|
||
|
||
case TASK_GRUNT_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 );
|
||
CSquadMonster ::StartTask( pTask );
|
||
break;
|
||
|
||
case TASK_RELOAD:
|
||
m_IdealActivity = ACT_RELOAD;
|
||
break;
|
||
|
||
case TASK_GRUNT_FACE_TOSS_DIR:
|
||
break;
|
||
|
||
case TASK_FACE_IDEAL:
|
||
case TASK_FACE_ENEMY:
|
||
CSquadMonster :: StartTask( pTask );
|
||
if (pev->movetype == MOVETYPE_FLY)
|
||
{
|
||
m_IdealActivity = ACT_GLIDE;
|
||
}
|
||
break;
|
||
|
||
default:
|
||
CSquadMonster :: StartTask( pTask );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// RunTask
|
||
//=========================================================
|
||
void CHGrunt :: RunTask ( Task_t *pTask )
|
||
{
|
||
switch ( pTask->iTask )
|
||
{
|
||
case TASK_GRUNT_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;
|
||
}
|
||
|
||
case TASK_GRUNT_MOVE_SHOOTING: // buz
|
||
{
|
||
SetIdealYawToTargetAndUpdate( m_vecEnemyLKP , AI_KEEP_YAW_SPEED );
|
||
|
||
if ( m_fSequenceFinished )
|
||
{
|
||
if (MovementIsComplete() || HasConditions(bits_COND_ENEMY_DEAD))
|
||
{
|
||
TaskComplete();
|
||
RouteClear(); // Stop moving
|
||
m_Activity = ACT_RESET;
|
||
break;
|
||
}
|
||
|
||
if (HasConditions( bits_COND_CAN_RANGE_ATTACK1 ))
|
||
m_IdealActivity = ACT_USE; // special shoot anim (blended)
|
||
else
|
||
m_IdealActivity = ACT_GUARD; // special wait anim (blended)
|
||
}
|
||
break;
|
||
}
|
||
default:
|
||
{
|
||
CSquadMonster :: RunTask( pTask );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// PainSound
|
||
//=========================================================
|
||
void CHGrunt :: PainSound ( void )
|
||
{
|
||
if ( gpGlobals->time > m_flNextPainTime )
|
||
{
|
||
#if 0
|
||
if ( RANDOM_LONG(0,99) < 5 )
|
||
{
|
||
// pain sentences are rare
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
|
||
JustSpoke();
|
||
return;
|
||
}
|
||
}
|
||
#endif
|
||
switch ( RANDOM_LONG(0,6) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain3.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain4.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain5.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 3:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain1.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 4:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain2.wav", 1, ATTN_NORM );
|
||
break;
|
||
}
|
||
|
||
m_flNextPainTime = gpGlobals->time + 1;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// DeathSound
|
||
//=========================================================
|
||
void CHGrunt :: DeathSound ( void )
|
||
{
|
||
switch ( RANDOM_LONG(0,2) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_die1.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_die2.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_die3.wav", 1, ATTN_IDLE );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// AI Schedules Specific to this monster
|
||
//=========================================================
|
||
|
||
//=========================================================
|
||
// GruntFail
|
||
//=========================================================
|
||
Task_t tlGruntFail[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_WAIT, (float)2 },
|
||
{ TASK_WAIT_PVS, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntFail[] =
|
||
{
|
||
{
|
||
tlGruntFail,
|
||
ARRAYSIZE ( tlGruntFail ),
|
||
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 tlGruntCombatFail[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
||
{ TASK_WAIT_PVS, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntCombatFail[] =
|
||
{
|
||
{
|
||
tlGruntCombatFail,
|
||
ARRAYSIZE ( tlGruntCombatFail ),
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2,
|
||
0,
|
||
"Grunt Combat Fail"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// Victory dance!
|
||
//=========================================================
|
||
Task_t tlGruntVictoryDance[] =
|
||
{
|
||
{ 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 slGruntVictoryDance[] =
|
||
{
|
||
{
|
||
tlGruntVictoryDance,
|
||
ARRAYSIZE ( tlGruntVictoryDance ),
|
||
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 tlGruntEstablishLineOfFire[] =
|
||
{
|
||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL },
|
||
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_SPEAK_SENTENCE,(float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
// { TASK_GRUNT_MOVE_SHOOTING, (float)0 }, // buz: TEST TEST TEST
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntEstablishLineOfFire[] =
|
||
{
|
||
{
|
||
tlGruntEstablishLineOfFire,
|
||
ARRAYSIZE ( tlGruntEstablishLineOfFire ),
|
||
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 tlGruntFoundEnemy[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
|
||
};
|
||
|
||
Schedule_t slGruntFoundEnemy[] =
|
||
{
|
||
{
|
||
tlGruntFoundEnemy,
|
||
ARRAYSIZE ( tlGruntFoundEnemy ),
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"GruntFoundEnemy"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// GruntCombatFace Schedule
|
||
//=========================================================
|
||
Task_t tlGruntCombatFace1[] =
|
||
{
|
||
{ 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_GRUNT_SWEEP },
|
||
};
|
||
|
||
Schedule_t slGruntCombatFace[] =
|
||
{
|
||
{
|
||
tlGruntCombatFace1,
|
||
ARRAYSIZE ( tlGruntCombatFace1 ),
|
||
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 tlGruntSignalSuppress[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_FACE_IDEAL, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntSignalSuppress[] =
|
||
{
|
||
{
|
||
tlGruntSignalSuppress,
|
||
ARRAYSIZE ( tlGruntSignalSuppress ),
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_GRUNT_NOFIRE |
|
||
bits_COND_NO_AMMO_LOADED,
|
||
|
||
bits_SOUND_DANGER,
|
||
"SignalSuppress"
|
||
},
|
||
};
|
||
|
||
Task_t tlGruntSuppress[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntSuppress[] =
|
||
{
|
||
{
|
||
tlGruntSuppress,
|
||
ARRAYSIZE ( tlGruntSuppress ),
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_GRUNT_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 tlGruntWaitInCover[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
||
};
|
||
|
||
Schedule_t slGruntWaitInCover[] =
|
||
{
|
||
{
|
||
tlGruntWaitInCover,
|
||
ARRAYSIZE ( tlGruntWaitInCover ),
|
||
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 tlGruntTakeCover1[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED },
|
||
{ TASK_WAIT, (float)0.2 },
|
||
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_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_GRUNT_WAIT_FACE_ENEMY },
|
||
};
|
||
|
||
Schedule_t slGruntTakeCover[] =
|
||
{
|
||
{
|
||
tlGruntTakeCover1,
|
||
ARRAYSIZE ( tlGruntTakeCover1 ),
|
||
0,
|
||
0,
|
||
"TakeCover"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// drop grenade then run to cover.
|
||
//=========================================================
|
||
Task_t tlGruntGrenadeCover1[] =
|
||
{
|
||
{ 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_GRUNT_WAIT_FACE_ENEMY },
|
||
};
|
||
|
||
Schedule_t slGruntGrenadeCover[] =
|
||
{
|
||
{
|
||
tlGruntGrenadeCover1,
|
||
ARRAYSIZE ( tlGruntGrenadeCover1 ),
|
||
0,
|
||
0,
|
||
"GrenadeCover"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// drop grenade then run to cover.
|
||
//=========================================================
|
||
Task_t tlGruntTossGrenadeCover1[] =
|
||
{
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_RANGE_ATTACK2, (float)0 },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
|
||
};
|
||
|
||
Schedule_t slGruntTossGrenadeCover[] =
|
||
{
|
||
{
|
||
tlGruntTossGrenadeCover1,
|
||
ARRAYSIZE ( tlGruntTossGrenadeCover1 ),
|
||
0,
|
||
0,
|
||
"TossGrenadeCover"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// hide from the loudest sound source (to run from grenade)
|
||
//=========================================================
|
||
Task_t tlGruntTakeCoverFromBestSound[] =
|
||
{
|
||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
{ TASK_TURN_LEFT, (float)179 },
|
||
};
|
||
|
||
Schedule_t slGruntTakeCoverFromBestSound[] =
|
||
{
|
||
{
|
||
tlGruntTakeCoverFromBestSound,
|
||
ARRAYSIZE ( tlGruntTakeCoverFromBestSound ),
|
||
0,
|
||
0,
|
||
"GruntTakeCoverFromBestSound"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// Grunt reload schedule
|
||
//=========================================================
|
||
Task_t tlGruntHideReload[] =
|
||
{
|
||
{ 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 slGruntHideReload[] =
|
||
{
|
||
{
|
||
tlGruntHideReload,
|
||
ARRAYSIZE ( tlGruntHideReload ),
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"GruntHideReload"
|
||
}
|
||
};
|
||
|
||
//=========================================================
|
||
// Do a turning sweep of the area
|
||
//=========================================================
|
||
Task_t tlGruntSweep[] =
|
||
{
|
||
{ TASK_TURN_LEFT, (float)179 },
|
||
{ TASK_WAIT, (float)1 },
|
||
{ TASK_TURN_LEFT, (float)179 },
|
||
{ TASK_WAIT, (float)1 },
|
||
};
|
||
|
||
Schedule_t slGruntSweep[] =
|
||
{
|
||
{
|
||
tlGruntSweep,
|
||
ARRAYSIZE ( tlGruntSweep ),
|
||
|
||
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 tlGruntRangeAttack1A[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, buz
|
||
{ TASK_FACE_ENEMY, (float)0 }, // buz
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntRangeAttack1A[] =
|
||
{
|
||
{
|
||
tlGruntRangeAttack1A,
|
||
ARRAYSIZE ( tlGruntRangeAttack1A ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_ENEMY_OCCLUDED |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_GRUNT_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 tlGruntRangeAttack1B[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, buz
|
||
{ TASK_FACE_ENEMY, (float)0 }, // buz
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slGruntRangeAttack1B[] =
|
||
{
|
||
{
|
||
tlGruntRangeAttack1B,
|
||
ARRAYSIZE ( tlGruntRangeAttack1B ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_LIGHT_DAMAGE | // buz: 1B is interruptable by light damage
|
||
bits_COND_ENEMY_OCCLUDED |
|
||
bits_COND_NO_AMMO_LOADED |
|
||
bits_COND_GRUNT_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 tlGruntRangeAttack2[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_GRUNT_FACE_TOSS_DIR, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
|
||
};
|
||
|
||
Schedule_t slGruntRangeAttack2[] =
|
||
{
|
||
{
|
||
tlGruntRangeAttack2,
|
||
ARRAYSIZE ( tlGruntRangeAttack2 ),
|
||
0,
|
||
0,
|
||
"RangeAttack2"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// repel
|
||
//=========================================================
|
||
Task_t tlGruntRepel[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FACE_IDEAL, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
|
||
};
|
||
|
||
Schedule_t slGruntRepel[] =
|
||
{
|
||
{
|
||
tlGruntRepel,
|
||
ARRAYSIZE ( tlGruntRepel ),
|
||
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 tlGruntRepelAttack[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
|
||
};
|
||
|
||
Schedule_t slGruntRepelAttack[] =
|
||
{
|
||
{
|
||
tlGruntRepelAttack,
|
||
ARRAYSIZE ( tlGruntRepelAttack ),
|
||
bits_COND_ENEMY_OCCLUDED,
|
||
0,
|
||
"Repel Attack"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// repel land
|
||
//=========================================================
|
||
Task_t tlGruntRepelLand[] =
|
||
{
|
||
{ 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 slGruntRepelLand[] =
|
||
{
|
||
{
|
||
tlGruntRepelLand,
|
||
ARRAYSIZE ( tlGruntRepelLand ),
|
||
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"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// buz: duck and wait couple seconds behind the barrel, crate, etc..
|
||
//=========================================================
|
||
Task_t tlGruntDuckAndCoverWait[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_GRUNT_SPEAK_SENTENCE, (float)0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_TWITCH },
|
||
{ TASK_WAIT, (float)3 }, // randomize a bit?
|
||
};
|
||
|
||
Schedule_t slGruntDuckAndCoverWait[] =
|
||
{
|
||
{
|
||
tlGruntDuckAndCoverWait,
|
||
ARRAYSIZE ( tlGruntDuckAndCoverWait ),
|
||
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!"
|
||
},
|
||
};
|
||
/*
|
||
// ====================================
|
||
// SCHED_GRUNT_RUN_SHOOTING - buz
|
||
// ====================================
|
||
Task_t tlGruntRepelLand[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ 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 slGruntRepelLand[] =
|
||
{
|
||
{
|
||
tlGruntRepelLand,
|
||
ARRAYSIZE ( tlGruntRepelLand ),
|
||
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"
|
||
},
|
||
};*/
|
||
|
||
DEFINE_CUSTOM_SCHEDULES( CHGrunt )
|
||
{
|
||
slGruntFail,
|
||
slGruntCombatFail,
|
||
slGruntVictoryDance,
|
||
slGruntEstablishLineOfFire,
|
||
slGruntFoundEnemy,
|
||
slGruntCombatFace,
|
||
slGruntSignalSuppress,
|
||
slGruntSuppress,
|
||
slGruntWaitInCover,
|
||
slGruntTakeCover,
|
||
slGruntGrenadeCover,
|
||
slGruntTossGrenadeCover,
|
||
slGruntTakeCoverFromBestSound,
|
||
slGruntHideReload,
|
||
slGruntSweep,
|
||
slGruntRangeAttack1A,
|
||
slGruntRangeAttack1B,
|
||
slGruntRangeAttack2,
|
||
slGruntRepel,
|
||
slGruntRepelAttack,
|
||
slGruntRepelLand,
|
||
slGruntDuckAndCoverWait, // buz
|
||
};
|
||
|
||
IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster );
|
||
|
||
//=========================================================
|
||
// SetActivity
|
||
//=========================================================
|
||
void CHGrunt :: SetActivity ( Activity NewActivity )
|
||
{
|
||
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||
|
||
switch ( NewActivity)
|
||
{
|
||
case ACT_RANGE_ATTACK1:
|
||
// grunt is either shooting standing or shooting crouched
|
||
if (FBitSet( pev->weapons, HGRUNT_9MMAR))
|
||
{
|
||
if ( m_fStanding )
|
||
{
|
||
// get aimable sequence
|
||
iSequence = LookupSequence( "standing_mp5" );
|
||
}
|
||
else
|
||
{
|
||
// get crouching shoot
|
||
iSequence = LookupSequence( "crouching_mp5" );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( m_fStanding )
|
||
{
|
||
// get aimable sequence
|
||
iSequence = LookupSequence( "standing_shotgun" );
|
||
}
|
||
else
|
||
{
|
||
// get crouching shoot
|
||
iSequence = LookupSequence( "crouching_shotgun" );
|
||
}
|
||
}
|
||
break;
|
||
case ACT_RANGE_ATTACK2:
|
||
// grunt is going to a secondary long range attack. This may be a thrown
|
||
// grenade or fired grenade, we must determine which and pick proper sequence
|
||
if ( pev->weapons & HGRUNT_HANDGRENADE )
|
||
{
|
||
// get toss anim
|
||
iSequence = LookupSequence( "throwgrenade" );
|
||
}
|
||
// LRC: added a test to stop a marine without a launcher from firing.
|
||
else if ( pev->weapons & HGRUNT_GRENADELAUNCHER )
|
||
{
|
||
// get launch anim
|
||
iSequence = LookupSequence( "launchgrenade" );
|
||
}
|
||
else
|
||
{
|
||
// ALERT( at_debug, "No grenades available. "); // flow into the error message we get at the end...
|
||
}
|
||
break;
|
||
case ACT_RUN:
|
||
if ( pev->health <= HGRUNT_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 <= HGRUNT_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 *CHGrunt :: GetSchedule( void )
|
||
{
|
||
|
||
// clear old sentence
|
||
m_iSentence = HGRUNT_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_GRUNT_REPEL_LAND );
|
||
}
|
||
else
|
||
{
|
||
// repel down a rope,
|
||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||
return GetScheduleOfType ( SCHED_GRUNT_REPEL_ATTACK );
|
||
else
|
||
return GetScheduleOfType ( SCHED_GRUNT_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), "DV_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||
}
|
||
// buz: this was commented. Why?
|
||
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: // 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>
|
||
case MONSTERSTATE_ALERT:
|
||
|
||
if (m_cAmmoLoaded < m_cClipSize / 2)
|
||
{
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
}
|
||
break;
|
||
|
||
case MONSTERSTATE_COMBAT:
|
||
{
|
||
// dead enemy
|
||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||
{
|
||
// call base class, all code to handle dead enemies is centralized there.
|
||
return CBaseMonster :: GetSchedule();
|
||
}
|
||
|
||
// new enemy
|
||
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
|
||
if ( !IsLeader() )
|
||
{
|
||
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole,"leader spotted player!\n");
|
||
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
|
||
// monster and has made it the squad's enemy. You
|
||
// can check pev->flags for FL_CLIENT to determine whether this is the player
|
||
// or a monster. He's going to immediately start
|
||
// firing, though. If you'd like, we can make an alternate "first sight"
|
||
// schedule where the leader plays a handsign anim
|
||
// that gives us enough time to hear a short sentence or spoken command
|
||
// before he starts pluggin away.
|
||
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
{
|
||
if (m_hEnemy != NULL)
|
||
{
|
||
if (m_hEnemy->IsPlayer())
|
||
SENTENCEG_PlayRndSz( ENT(pev), "DV_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
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), "DV_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
}
|
||
|
||
JustSpoke();
|
||
}
|
||
|
||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_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_GRUNT_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 = HGRUNT_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_GRUNT_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 = HGRUNT_SENT_COVER;
|
||
//JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}
|
||
}
|
||
// can kick
|
||
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||
}
|
||
// can grenade launch
|
||
|
||
else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
// shoot a grenade if you can
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
// can shoot
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
// if the enemy has eluded the squad and a squad member has just located the enemy
|
||
// and the enemy does not see the squad member, issue a call to the squad to waste a
|
||
// little time and give the player a chance to turn.
|
||
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||
{
|
||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY );
|
||
}
|
||
}
|
||
|
||
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
// try to take an available ENGAGE slot
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
// throw a grenade if can and no engage slots are available
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
else
|
||
{
|
||
// hide!
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
}
|
||
// can't see enemy
|
||
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
//!!!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), "DV_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
//!!!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 = HGRUNT_SENT_CHARGE;
|
||
//JustSpoke();
|
||
}
|
||
|
||
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
else
|
||
{
|
||
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
||
// the enemy wanders back out into the open, or approaches the
|
||
// grunt's covered position. Good place for a taunt, I guess?
|
||
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "DV_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_STANDOFF );
|
||
}
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
}
|
||
|
||
// no special cases here, call the base class
|
||
return CSquadMonster :: GetSchedule();
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
Schedule_t* CHGrunt :: GetScheduleOfType ( int Type )
|
||
{
|
||
switch ( Type )
|
||
{
|
||
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "DV_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return slGruntTossGrenadeCover;
|
||
}
|
||
else
|
||
{
|
||
return &slGruntTakeCover[ 0 ];
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) )
|
||
{
|
||
return &slGruntGrenadeCover[ 0 ];
|
||
}
|
||
else
|
||
{
|
||
return &slGruntTakeCover[ 0 ];
|
||
}
|
||
}
|
||
}
|
||
case SCHED_GRUNT_DUCK_COVER_WAIT: // buz
|
||
{
|
||
return &slGruntDuckAndCoverWait[ 0 ];
|
||
}
|
||
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||
{
|
||
return &slGruntTakeCoverFromBestSound[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_TAKECOVER_FAILED:
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
|
||
return GetScheduleOfType ( SCHED_FAIL );
|
||
}
|
||
break;
|
||
case SCHED_GRUNT_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_GRUNT_ESTABLISH_LINE_OF_FIRE:
|
||
{
|
||
return &slGruntEstablishLineOfFire[ 0 ];
|
||
}
|
||
break;
|
||
case SCHED_RANGE_ATTACK1:
|
||
{
|
||
// randomly stand or crouch
|
||
// 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
|
||
m_fStanding = FALSE;
|
||
break;
|
||
case 2: // only standing
|
||
m_fStanding = TRUE;
|
||
break;
|
||
}
|
||
|
||
/* if (m_fStanding)
|
||
return &slGruntRangeAttack1B[ 0 ];
|
||
else
|
||
return &slGruntRangeAttack1A[ 0 ];*/
|
||
// 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 &slGruntRangeAttack1B[ 0 ];
|
||
else
|
||
return &slGruntRangeAttack1A[ 0 ];
|
||
}
|
||
case SCHED_RANGE_ATTACK2:
|
||
{
|
||
return &slGruntRangeAttack2[ 0 ];
|
||
}
|
||
case SCHED_COMBAT_FACE:
|
||
{
|
||
return &slGruntCombatFace[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_WAIT_FACE_ENEMY:
|
||
{
|
||
return &slGruntWaitInCover[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_SWEEP:
|
||
{
|
||
return &slGruntSweep[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_COVER_AND_RELOAD:
|
||
{
|
||
return &slGruntHideReload[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_FOUND_ENEMY:
|
||
{
|
||
return &slGruntFoundEnemy[ 0 ];
|
||
}
|
||
case SCHED_VICTORY_DANCE:
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
if ( !IsLeader() )
|
||
{
|
||
return &slGruntFail[ 0 ];
|
||
}
|
||
}
|
||
|
||
return &slGruntVictoryDance[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_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
|
||
m_fStanding = FALSE;
|
||
break;
|
||
case 2: // only standing
|
||
m_fStanding = TRUE;
|
||
break;
|
||
}
|
||
|
||
if ( m_hEnemy->IsPlayer() && m_fFirstEncounter )
|
||
{
|
||
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
|
||
return &slGruntSignalSuppress[ 0 ];
|
||
}
|
||
else
|
||
{
|
||
return &slGruntSuppress[ 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 &slGruntCombatFail[ 0 ];
|
||
}
|
||
|
||
return &slGruntFail[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_REPEL:
|
||
{
|
||
if (pev->velocity.z > -128)
|
||
pev->velocity.z -= 32;
|
||
return &slGruntRepel[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_REPEL_ATTACK:
|
||
{
|
||
if (pev->velocity.z > -128)
|
||
pev->velocity.z -= 32;
|
||
return &slGruntRepelAttack[ 0 ];
|
||
}
|
||
case SCHED_GRUNT_REPEL_LAND:
|
||
{
|
||
return &slGruntRepelLand[ 0 ];
|
||
}
|
||
default:
|
||
{
|
||
return CSquadMonster :: GetScheduleOfType ( Type );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// CHGruntRepel - when triggered, spawns a monster_human_grunt
|
||
// repelling down a line.
|
||
//=========================================================
|
||
|
||
class CHGruntRepel : 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_grunt_repel, CHGruntRepel );
|
||
|
||
void CHGruntRepel::Spawn( void )
|
||
{
|
||
Precache( );
|
||
pev->solid = SOLID_NOT;
|
||
|
||
SetUse(&CHGruntRepel:: RepelUse );
|
||
}
|
||
|
||
void CHGruntRepel::Precache( void )
|
||
{
|
||
UTIL_PrecacheOther( "monster_human_grunt" );
|
||
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
|
||
}
|
||
|
||
void CHGruntRepel::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_grunt", 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 CDeadHGrunt : public CBaseMonster
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
int Classify ( void ) { return CLASS_HUMAN_MILITARY; }
|
||
|
||
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 *CDeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
|
||
|
||
void CDeadHGrunt::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_hgrunt_dead, CDeadHGrunt );
|
||
|
||
//=========================================================
|
||
// ********** DeadHGrunt SPAWN **********
|
||
//=========================================================
|
||
void CDeadHGrunt :: Spawn( void )
|
||
{
|
||
int oldBody;
|
||
|
||
PRECACHE_MODEL("models/diversant.mdl");
|
||
PRECACHE_MODEL("models/mask.mdl");
|
||
SET_MODEL(ENT(pev), "models/diversant.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 = 8;
|
||
|
||
oldBody = pev->body;
|
||
pev->body = 0;
|
||
|
||
SetBodygroup( DIVERSANT_HEADSTUFF_GROUP, DIVERSANT_HEADSTUFF_NO );
|
||
SetBodygroup( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_NONE );
|
||
|
||
MonsterInitDead();
|
||
}
|
||
|
||
// buz: overriden for grunts to fix model's bugs...
|
||
void CHGrunt :: 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 ) );
|
||
}
|
||
}
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void CHGrunt :: DeadUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if (!pActivator->IsPlayer())
|
||
return;
|
||
if (FBitSet(pev->weapons, HGRUNT_9MMAR) && pActivator->GiveAmmo( m_iDeadAmmo, "ak" ) != -1)
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
m_iDeadAmmo = 0;
|
||
SetUse(NULL);
|
||
}
|
||
else if (FBitSet(pev->weapons, HGRUNT_SHOTGUN) && pActivator->GiveAmmo( m_iDeadAmmo, "buckshot" ) != -1)
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
m_iDeadAmmo = 0;
|
||
SetUse(NULL);
|
||
}
|
||
}
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void CHGrunt :: Killed( entvars_t *pevAttacker, int iGib )
|
||
{
|
||
if (gSkillData.maxDeadEnemyAmmo >= 1 && !ShouldGibMonster(iGib))
|
||
{
|
||
m_iDeadAmmo = RANDOM_LONG(1, gSkillData.maxDeadEnemyAmmo);
|
||
SetUse(&CHGrunt::DeadUse);
|
||
}
|
||
CSquadMonster::Killed(pevAttacker, iGib);
|
||
}
|
||
|
||
|
||
// ====================== DIVERSANTS WITH GLOCK ====================
|
||
|
||
#define DIVERSANT2_GUN_GROUP 3
|
||
#define DIVERSANT2_GUN_GLOCK 0
|
||
#define DIVERSANT2_GUN_NO 1
|
||
|
||
class CHGruntGlock : public CHGrunt
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
void Shoot ( void );
|
||
void SetActivity ( Activity NewActivity );
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void EXPORT DeadUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
void Killed( entvars_t *pevAttacker, int iGib );
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_diversant_pistol, CHGruntGlock );
|
||
|
||
void CHGruntGlock :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/diversant_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;
|
||
if (pev->health == 0)
|
||
pev->health = gSkillData.hgruntHealth;
|
||
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
|
||
|
||
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
||
m_fEnemyEluded = FALSE;
|
||
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
||
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
// clear all bits except grenades
|
||
if (FBitSet(pev->weapons, HGRUNT_HANDGRENADE))
|
||
pev->weapons = HGRUNT_HANDGRENADE;
|
||
else
|
||
pev->weapons = 0;
|
||
|
||
// buz: pev->body is head stuff number
|
||
int headstuff = pev->body;
|
||
pev->body = 0;
|
||
SetBodygroup( DIVERSANT_HEADSTUFF_GROUP, headstuff );
|
||
|
||
// hack for studiomodelrenderer to draw goggles
|
||
if (headstuff == DIVERSANT_HEADSTUFF_PNV)
|
||
pev->renderfx = 50;
|
||
|
||
m_cClipSize = 14;
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
CTalkMonster::g_talkWaitTime = 0;
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
m_iDeadAmmo = 0;
|
||
|
||
MonsterInit();
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CHGruntGlock :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/diversant_pistol.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
PRECACHE_MODEL("models/mask.mdl"); // buz test
|
||
|
||
PRECACHE_SOUND( "weapons/glock_fire.wav" );
|
||
|
||
PRECACHE_SOUND( "diversant/gr_die1.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_die2.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "diversant/gr_pain1.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain2.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain3.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain4.wav" );
|
||
PRECACHE_SOUND( "diversant/gr_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "diversant/gr_reload_glock.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/glauncher.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/sbarrel1.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/shell.mdl");// brass shell
|
||
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CHGruntGlock :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case HGRUNT_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( DIVERSANT2_GUN_GROUP, DIVERSANT2_GUN_NO );
|
||
|
||
// now spawn a gun.
|
||
DropItem( "weapon_glock", vecGunPos, vecGunAngles );
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
|
||
{
|
||
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
|
||
}
|
||
|
||
}
|
||
break;
|
||
|
||
case HGRUNT_AE_RELOAD:
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "diversant/gr_reload_glock.wav", 1, ATTN_NORM );
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
case HGRUNT_AE_BURST1:
|
||
{
|
||
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/glock_fire.wav", 1, ATTN_NORM );
|
||
Shoot();
|
||
}
|
||
else
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
|
||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
}
|
||
break;
|
||
|
||
default:
|
||
CHGrunt::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CHGruntGlock :: 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 );
|
||
|
||
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.monDmgGlock );
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
}
|
||
|
||
|
||
void CHGruntGlock :: 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 <= HGRUNT_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 <= HGRUNT_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)
|
||
}
|
||
}
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void CHGruntGlock :: DeadUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if (!pActivator->IsPlayer())
|
||
return;
|
||
if (pActivator->GiveAmmo( m_iDeadAmmo, "barret" ) != -1)
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
m_iDeadAmmo = 0;
|
||
SetUse(NULL);
|
||
}
|
||
}
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void CHGruntGlock :: Killed( entvars_t *pevAttacker, int iGib )
|
||
{
|
||
if (gSkillData.maxDeadEnemyAmmo >= 1 && !ShouldGibMonster(iGib))
|
||
{
|
||
m_iDeadAmmo = RANDOM_LONG(1, gSkillData.maxDeadEnemyAmmo);
|
||
SetUse(&CHGruntGlock::DeadUse);
|
||
}
|
||
CSquadMonster::Killed(pevAttacker, iGib);
|
||
}
|
||
|
||
|
||
// ====================== TERRORISTS =============================
|
||
|
||
#define TERR_GUN_GROUP 2
|
||
#define TERR_GUN_AK 0
|
||
#define TERR_GUN_RPK 1
|
||
#define TERR_GUN_NONE 2
|
||
|
||
#define TERR_HEAD_GASMASK 3
|
||
|
||
|
||
class CTerror : public CHGrunt
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
int Classify ( void ) {return m_iClass?m_iClass:CLASS_TERROR;}
|
||
// int ISoundMask ( void );
|
||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
// 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 );
|
||
void Shoot ( void );
|
||
// void Shotgun ( void );
|
||
// void PrescheduleThink ( void );
|
||
void GibMonster( void );
|
||
void SpeakSentence( void );
|
||
|
||
// void ResetSequenceInfo ( );
|
||
|
||
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 );
|
||
|
||
// BOOL FOkToSpeak( void );
|
||
// void JustSpoke( void );
|
||
|
||
// CUSTOM_SCHEDULES;
|
||
static TYPEDESCRIPTION m_SaveData[];
|
||
|
||
static const char *pTerrorSentences[];
|
||
|
||
int m_iNoGasDamage;
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void EXPORT DeadUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
void Killed( entvars_t *pevAttacker, int iGib );
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_human_terror, CTerror );
|
||
|
||
TYPEDESCRIPTION CTerror::m_SaveData[] =
|
||
{
|
||
DEFINE_FIELD( CTerror, m_iNoGasDamage, FIELD_INTEGER ),
|
||
};
|
||
|
||
IMPLEMENT_SAVERESTORE( CTerror, CHGrunt );
|
||
|
||
const char *CTerror::pTerrorSentences[] =
|
||
{
|
||
"TE_GREN", // grenade scared grunt
|
||
"TE_ALERT", // sees player
|
||
"TE_MONSTER", // sees monster
|
||
"TE_COVER", // running to cover
|
||
"TE_THROW", // about to throw grenade
|
||
"TE_CHARGE", // running out to get the enemy
|
||
"TE_TAUNT", // say rude things
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// Spawn
|
||
//=========================================================
|
||
void CTerror :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/terror.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.terrorHealth;
|
||
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
|
||
|
||
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
||
m_fEnemyEluded = FALSE;
|
||
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
||
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
int head = pev->body; // body is head number
|
||
pev->body = 0;
|
||
SetBodygroup( HEAD_GROUP, head );
|
||
|
||
if (head == TERR_HEAD_GASMASK) m_iNoGasDamage = 1;
|
||
else m_iNoGasDamage = 0;
|
||
|
||
if (pev->weapons == 0)
|
||
{
|
||
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // ak + grens
|
||
}
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
|
||
{
|
||
SetBodygroup( TERR_GUN_GROUP, TERR_GUN_RPK );
|
||
m_cClipSize = 100; // hehe
|
||
}
|
||
else
|
||
{
|
||
m_cClipSize = GRUNT_CLIP_SIZE;
|
||
}
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
CTalkMonster::g_talkWaitTime = 0;
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
m_iDeadAmmo = 0;
|
||
|
||
MonsterInit();
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CTerror :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/terror.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
|
||
{
|
||
PRECACHE_SOUND( "weapons/rpk_fire1.wav" );
|
||
PRECACHE_SOUND( "weapons/rpk_fire2.wav" );
|
||
PRECACHE_SOUND( "weapons/rpk_fire3.wav" );
|
||
PRECACHE_SOUND( "terror/ter_reload_rpk.wav" );
|
||
m_iBrassShell = PRECACHE_MODEL ("models/rpk_shell.mdl");
|
||
}
|
||
else
|
||
{
|
||
PRECACHE_SOUND( "weapons/ak74_fire1.wav" );
|
||
PRECACHE_SOUND( "weapons/ak74_fire2.wav" );
|
||
PRECACHE_SOUND( "terror/ter_reload_ak.wav" );
|
||
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");
|
||
}
|
||
|
||
PRECACHE_SOUND( "terror/ter_die1.wav" );
|
||
PRECACHE_SOUND( "terror/ter_die2.wav" );
|
||
PRECACHE_SOUND( "terror/ter_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "terror/ter_pain1.wav" );
|
||
PRECACHE_SOUND( "terror/ter_pain2.wav" );
|
||
PRECACHE_SOUND( "terror/ter_pain3.wav" );
|
||
PRECACHE_SOUND( "terror/ter_pain4.wav" );
|
||
PRECACHE_SOUND( "terror/ter_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/glauncher.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;
|
||
}
|
||
|
||
// buz - overriden because terrorist with RPK cannot fire crouched
|
||
BOOL CTerror :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
{
|
||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||
{
|
||
TraceResult tr;
|
||
|
||
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
|
||
{
|
||
// kick nonclients who are close enough, but don't shoot at them.
|
||
// ALERT(at_aiconsole, "== too close\n");
|
||
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 && !(FBitSet( pev->weapons, HGRUNT_SHOTGUN )))
|
||
{
|
||
// 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, "== shoot any\n");
|
||
m_iLastFireCheckResult = 0; // shoot as you wish
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole, "== 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);
|
||
|
||
// BuzTestDrawLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), 255, 255, 0 );
|
||
|
||
m_fStanding = savedStanding;
|
||
if ( tr.flFraction == 1.0 )
|
||
{
|
||
// ALERT(at_aiconsole, "== shoot standing\n");
|
||
m_iLastFireCheckResult = 2; // buz: standing is our only one choice
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole, "== cant fire\n");
|
||
m_iLastFireCheckResult = 0;
|
||
return FALSE; // cant fire
|
||
}
|
||
}
|
||
}
|
||
return FALSE;
|
||
}
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CTerror :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case HGRUNT_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( TERR_GUN_GROUP, TERR_GUN_NONE );
|
||
|
||
// now spawn a gun.
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
DropItem( "weapon_pkm", vecGunPos, vecGunAngles );
|
||
else
|
||
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
|
||
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
|
||
|
||
}
|
||
break;
|
||
|
||
case HGRUNT_AE_RELOAD:
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "terror/ter_reload_rpk.wav", 1, ATTN_NORM );
|
||
else
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "terror/ter_reload_ak.wav", 1, ATTN_NORM );
|
||
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
case HGRUNT_AE_BURST1:
|
||
// Shoot() will play sound
|
||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
|
||
case HGRUNT_AE_BURST2:
|
||
case HGRUNT_AE_BURST3:
|
||
Shoot();
|
||
break;
|
||
|
||
case HGRUNT_AE_CAUGHT_ENEMY:
|
||
if ( FOkToSpeak() )
|
||
{
|
||
SENTENCEG_PlayRndSz(ENT(pev), "TE_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
|
||
default:
|
||
CHGrunt::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// SetActivity
|
||
//=========================================================
|
||
void CTerror :: SetActivity ( Activity NewActivity )
|
||
{
|
||
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||
|
||
switch ( NewActivity)
|
||
{
|
||
case ACT_RANGE_ATTACK1:
|
||
// grunt is either shooting standing or shooting crouched
|
||
if (FBitSet( pev->weapons, HGRUNT_9MMAR))
|
||
{
|
||
if ( m_fStanding )
|
||
{
|
||
// get aimable sequence
|
||
iSequence = LookupSequence( "standing_mp5" );
|
||
}
|
||
else
|
||
{
|
||
// get crouching shoot
|
||
iSequence = LookupSequence( "crouching_mp5" );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// buz: no crouched shoot animation for RPK
|
||
iSequence = LookupSequence( "machinegun_fire" );
|
||
}
|
||
break;
|
||
case ACT_RANGE_ATTACK2:
|
||
// grunt is going to a secondary long range attack. This may be a thrown
|
||
// grenade or fired grenade, we must determine which and pick proper sequence
|
||
if ( pev->weapons & HGRUNT_HANDGRENADE )
|
||
{
|
||
// get toss anim
|
||
iSequence = LookupSequence( "throwgrenade" );
|
||
}
|
||
// LRC: added a test to stop a marine without a launcher from firing.
|
||
else if ( pev->weapons & HGRUNT_GRENADELAUNCHER )
|
||
{
|
||
// get launch anim
|
||
iSequence = LookupSequence( "launchgrenade" );
|
||
}
|
||
else
|
||
{
|
||
// ALERT( at_debug, "No grenades available. "); // flow into the error message we get at the end...
|
||
}
|
||
break;
|
||
case ACT_RUN:
|
||
if ( pev->health <= HGRUNT_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 <= HGRUNT_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)
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// PainSound
|
||
//=========================================================
|
||
void CTerror :: PainSound ( void )
|
||
{
|
||
if ( gpGlobals->time > m_flNextPainTime )
|
||
{
|
||
switch ( RANDOM_LONG(0,6) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain3.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain4.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain5.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 3:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain1.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 4:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain2.wav", 1, ATTN_NORM );
|
||
break;
|
||
}
|
||
|
||
m_flNextPainTime = gpGlobals->time + 1;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// DeathSound
|
||
//=========================================================
|
||
void CTerror :: DeathSound ( void )
|
||
{
|
||
switch ( RANDOM_LONG(0,2) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_die1.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_die2.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_die3.wav", 1, ATTN_IDLE );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CTerror :: 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);
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_9MMAR))
|
||
{
|
||
switch(RANDOM_LONG(0,1))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/ak74_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/ak74_fire2.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monTerDmgAK );
|
||
}
|
||
else
|
||
{
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/rpk_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/rpk_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/rpk_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monTerDmgRPK );
|
||
}
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
// ALERT(at_console, "grunt 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 );
|
||
}
|
||
|
||
|
||
void CTerror :: SpeakSentence( void )
|
||
{
|
||
if ( m_iSentence == HGRUNT_SENT_NONE )
|
||
return;
|
||
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), pTerrorSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// Get Schedule!
|
||
//=========================================================
|
||
Schedule_t *CTerror :: GetSchedule( void )
|
||
{
|
||
// clear old sentence
|
||
m_iSentence = HGRUNT_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 )
|
||
return CHGrunt::GetSchedule();
|
||
|
||
// 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!
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "TE_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
// ALERT(at_aiconsole, "COVER FROM SOUND\n");
|
||
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: // 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>
|
||
case MONSTERSTATE_ALERT:
|
||
|
||
if (m_cAmmoLoaded < m_cClipSize / 2)
|
||
{
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
}
|
||
break;
|
||
|
||
case MONSTERSTATE_COMBAT:
|
||
{
|
||
// dead enemy
|
||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||
{
|
||
// call base class, all code to handle dead enemies is centralized there.
|
||
return CBaseMonster :: GetSchedule();
|
||
}
|
||
|
||
// new enemy
|
||
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
|
||
if ( !IsLeader() )
|
||
{
|
||
// ALERT(at_aiconsole, "COVER FROM ENEMY (SQUAD)\n");
|
||
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole,"leader spotted player!\n");
|
||
|
||
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
{
|
||
if (m_hEnemy != NULL)
|
||
{
|
||
if (m_hEnemy->IsPlayer())
|
||
SENTENCEG_PlayRndSz( ENT(pev), "TE_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
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), "TE_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
}
|
||
|
||
JustSpoke();
|
||
}
|
||
|
||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_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_GRUNT_COVER_AND_RELOAD );
|
||
}
|
||
|
||
// damaged just a little
|
||
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
||
{
|
||
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 )
|
||
{
|
||
// ALERT(at_console, "TERROR HIDES\n");
|
||
iPercent = RANDOM_LONG(0,99);
|
||
if (iPercent <= 90)
|
||
return GetScheduleOfType( SCHED_GRUNT_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 = HGRUNT_SENT_COVER;
|
||
//JustSpoke();
|
||
}
|
||
// ALERT(at_console, "TERROR TAKES COVER\n");
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_console, "TERROR FLINCHES\n");
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}
|
||
}
|
||
// can kick
|
||
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||
}
|
||
// can grenade launch
|
||
|
||
else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
// shoot a grenade if you can
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
// can shoot
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
// if the enemy has eluded the squad and a squad member has just located the enemy
|
||
// and the enemy does not see the squad member, issue a call to the squad to waste a
|
||
// little time and give the player a chance to turn.
|
||
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||
{
|
||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY );
|
||
}
|
||
}
|
||
|
||
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
// try to take an available ENGAGE slot
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
// throw a grenade if can and no engage slots are available
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
else
|
||
{
|
||
// hide!
|
||
// ALERT(at_aiconsole, "COVER FROM ENEMY (HIDE)\n");
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
}
|
||
// can't see enemy
|
||
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
//!!!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), "TE_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
//!!!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 = HGRUNT_SENT_CHARGE;
|
||
//JustSpoke();
|
||
}
|
||
|
||
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
else
|
||
{
|
||
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
||
// the enemy wanders back out into the open, or approaches the
|
||
// grunt's covered position. Good place for a taunt, I guess?
|
||
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "TE_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_STANDOFF );
|
||
}
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
}
|
||
|
||
// no special cases here, call the base class
|
||
return CSquadMonster :: GetSchedule();
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
Schedule_t* CTerror :: GetScheduleOfType ( int Type )
|
||
{
|
||
if (Type == SCHED_TAKE_COVER_FROM_ENEMY)
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "TE_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return slGruntTossGrenadeCover;
|
||
}
|
||
else
|
||
{
|
||
return &slGruntTakeCover[ 0 ];
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) )
|
||
{
|
||
return &slGruntGrenadeCover[ 0 ];
|
||
}
|
||
else
|
||
{
|
||
return &slGruntTakeCover[ 0 ];
|
||
}
|
||
}
|
||
}
|
||
else
|
||
return CHGrunt::GetScheduleOfType(Type);
|
||
}
|
||
|
||
void CTerror :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
{
|
||
// terrorists doesnt have helmets
|
||
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||
}
|
||
|
||
int CTerror :: 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 );
|
||
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||
}
|
||
|
||
//=========================================================
|
||
// GibMonster - make gun fly through the air.
|
||
//=========================================================
|
||
void CTerror :: GibMonster ( void )
|
||
{
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
|
||
if (GetBodygroup(TERR_GUN_GROUP) != TERR_GUN_NONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
|
||
{// throw a gun if the grunt has one
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
||
CBaseEntity *pGun;
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
{
|
||
pGun = DropItem( "weapon_pkm", vecGunPos, vecGunAngles );
|
||
}
|
||
else
|
||
{
|
||
pGun = DropItem( "weapon_ak74", 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 (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
|
||
{
|
||
pGun = DropItem( "ammo_vog25", 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();
|
||
}
|
||
|
||
|
||
void CTerror :: IdleSound( void )
|
||
{
|
||
if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1)))
|
||
{
|
||
if (!g_fTerrorQuestion)
|
||
{
|
||
// ask question or make statement
|
||
switch (RANDOM_LONG(0,2))
|
||
{
|
||
case 0: // check in
|
||
SENTENCEG_PlayRndSz(ENT(pev), "TE_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
g_fTerrorQuestion = 1;
|
||
break;
|
||
case 1: // question
|
||
SENTENCEG_PlayRndSz(ENT(pev), "TE_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
g_fTerrorQuestion = 2;
|
||
break;
|
||
case 2: // statement
|
||
SENTENCEG_PlayRndSz(ENT(pev), "TE_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
switch (g_fTerrorQuestion)
|
||
{
|
||
case 1: // check in
|
||
SENTENCEG_PlayRndSz(ENT(pev), "TE_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
case 2: // question
|
||
SENTENCEG_PlayRndSz(ENT(pev), "TE_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
}
|
||
g_fTerrorQuestion = 0;
|
||
}
|
||
JustSpoke();
|
||
}
|
||
}
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void CTerror :: DeadUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if (!pActivator->IsPlayer())
|
||
return;
|
||
if (FBitSet(pev->weapons, HGRUNT_9MMAR) && pActivator->GiveAmmo( m_iDeadAmmo, "ak" ) != -1)
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
m_iDeadAmmo = 0;
|
||
SetUse(NULL);
|
||
}
|
||
else if (FBitSet(pev->weapons, HGRUNT_SHOTGUN) && pActivator->GiveAmmo( m_iDeadAmmo, "rpk" ) != -1)
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
m_iDeadAmmo = 0;
|
||
SetUse(NULL);
|
||
}
|
||
}
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
void CTerror :: Killed( entvars_t *pevAttacker, int iGib )
|
||
{
|
||
if (gSkillData.maxDeadEnemyAmmo >= 1 && !ShouldGibMonster(iGib))
|
||
{
|
||
m_iDeadAmmo = RANDOM_LONG(1, gSkillData.maxDeadEnemyAmmo);
|
||
SetUse(&CTerror::DeadUse);
|
||
}
|
||
CSquadMonster::Killed(pevAttacker, iGib);
|
||
}
|
||
|
||
|
||
// ======================== CLONES ==============================
|
||
|
||
class CClone : public CTerror
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
|
||
int Classify ( void ) {return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;}
|
||
|
||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
|
||
void DeathSound( void );
|
||
void PainSound( void );
|
||
void IdleSound ( void );
|
||
|
||
void SpeakSentence( void );
|
||
|
||
// int Save( CSave &save );
|
||
// int Restore( CRestore &restore );
|
||
|
||
Schedule_t *GetSchedule( void );
|
||
Schedule_t *GetScheduleOfType ( int Type );
|
||
|
||
// static TYPEDESCRIPTION m_SaveData[];
|
||
|
||
static const char *pCloneSentences[];
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_soldier_clone, CClone );
|
||
|
||
/*TYPEDESCRIPTION CClone::m_SaveData[] =
|
||
{
|
||
DEFINE_FIELD( CClone, m_iNoGasDamage, FIELD_INTEGER ),
|
||
};
|
||
|
||
IMPLEMENT_SAVERESTORE( CClone, CTerror );*/
|
||
|
||
const char *CClone::pCloneSentences[] =
|
||
{
|
||
"CL_GREN", // grenade scared grunt
|
||
"CL_ALERT", // sees player
|
||
"CL_MONSTER", // sees monster
|
||
"CL_COVER", // running to cover
|
||
"CL_THROW", // about to throw grenade
|
||
"CL_CHARGE", // running out to get the enemy
|
||
"CL_TAUNT", // say rude things
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// Spawn
|
||
//=========================================================
|
||
void CClone :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/soldier_clon.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.cloneHealth;
|
||
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
|
||
|
||
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
||
m_fEnemyEluded = FALSE;
|
||
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
||
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
int head = pev->body; // body is head number
|
||
pev->body = 0;
|
||
SetBodygroup( HEAD_GROUP, head );
|
||
|
||
if (pev->weapons == 0)
|
||
{
|
||
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // ak + grens
|
||
}
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
|
||
{
|
||
SetBodygroup( TERR_GUN_GROUP, TERR_GUN_RPK );
|
||
m_cClipSize = 100; // hehe
|
||
}
|
||
else
|
||
{
|
||
m_cClipSize = GRUNT_CLIP_SIZE;
|
||
}
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
CTalkMonster::g_talkWaitTime = 0;
|
||
m_iNoGasDamage = 0;
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
m_iDeadAmmo = 0;
|
||
|
||
MonsterInit();
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CClone :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/soldier_clon.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
|
||
{
|
||
PRECACHE_SOUND( "weapons/rpk_fire1.wav" );
|
||
PRECACHE_SOUND( "weapons/rpk_fire2.wav" );
|
||
PRECACHE_SOUND( "weapons/rpk_fire3.wav" );
|
||
PRECACHE_SOUND( "clone/cl_reload_rpk.wav" );
|
||
m_iBrassShell = PRECACHE_MODEL ("models/rpk_shell.mdl");
|
||
}
|
||
else
|
||
{
|
||
PRECACHE_SOUND( "weapons/ak74_fire1.wav" );
|
||
PRECACHE_SOUND( "weapons/ak74_fire2.wav" );
|
||
PRECACHE_SOUND( "clone/cl_reload_ak.wav" );
|
||
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");
|
||
}
|
||
|
||
PRECACHE_SOUND( "clone/cl_die1.wav" );
|
||
PRECACHE_SOUND( "clone/cl_die2.wav" );
|
||
PRECACHE_SOUND( "clone/cl_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "clone/cl_pain1.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain2.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain3.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain4.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/glauncher.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;
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CClone :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case HGRUNT_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( TERR_GUN_GROUP, TERR_GUN_NONE );
|
||
|
||
// now spawn a gun.
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
DropItem( "weapon_pkm", vecGunPos, vecGunAngles );
|
||
else
|
||
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
|
||
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
|
||
|
||
}
|
||
break;
|
||
|
||
case HGRUNT_AE_RELOAD:
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "clone/cl_reload_rpk.wav", 1, ATTN_NORM );
|
||
else
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "clone/cl_reload_ak.wav", 1, ATTN_NORM );
|
||
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
case HGRUNT_AE_BURST1:
|
||
// Shoot() will play sound
|
||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
|
||
case HGRUNT_AE_BURST2:
|
||
case HGRUNT_AE_BURST3:
|
||
Shoot();
|
||
break;
|
||
|
||
case HGRUNT_AE_CAUGHT_ENEMY:
|
||
if ( FOkToSpeak() )
|
||
{
|
||
SENTENCEG_PlayRndSz(ENT(pev), "CL_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
|
||
default:
|
||
CTerror::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// PainSound
|
||
//=========================================================
|
||
void CClone :: PainSound ( void )
|
||
{
|
||
if ( gpGlobals->time > m_flNextPainTime )
|
||
{
|
||
switch ( RANDOM_LONG(0,6) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain3.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain4.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain5.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 3:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain1.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 4:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain2.wav", 1, ATTN_NORM );
|
||
break;
|
||
}
|
||
|
||
m_flNextPainTime = gpGlobals->time + 1;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// DeathSound
|
||
//=========================================================
|
||
void CClone :: DeathSound ( void )
|
||
{
|
||
switch ( RANDOM_LONG(0,2) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_die1.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_die2.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_die3.wav", 1, ATTN_IDLE );
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// IdleSound
|
||
//=========================================================
|
||
void CClone :: IdleSound( void )
|
||
{
|
||
// no idle sounds for clones!
|
||
|
||
/* if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1)))
|
||
{
|
||
if (!g_fTerrorQuestion)
|
||
{
|
||
// ask question or make statement
|
||
switch (RANDOM_LONG(0,2))
|
||
{
|
||
case 0: // check in
|
||
SENTENCEG_PlayRndSz(ENT(pev), "CL_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
g_fTerrorQuestion = 1;
|
||
break;
|
||
case 1: // question
|
||
SENTENCEG_PlayRndSz(ENT(pev), "CL_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
g_fTerrorQuestion = 2;
|
||
break;
|
||
case 2: // statement
|
||
SENTENCEG_PlayRndSz(ENT(pev), "CL_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
switch (g_fTerrorQuestion)
|
||
{
|
||
case 1: // check in
|
||
SENTENCEG_PlayRndSz(ENT(pev), "CL_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
case 2: // question
|
||
SENTENCEG_PlayRndSz(ENT(pev), "CL_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
break;
|
||
}
|
||
g_fTerrorQuestion = 0;
|
||
}
|
||
JustSpoke();
|
||
}*/
|
||
}
|
||
|
||
void CClone :: SpeakSentence( void )
|
||
{
|
||
if ( m_iSentence == HGRUNT_SENT_NONE )
|
||
return;
|
||
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), pCloneSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// Get Schedule!
|
||
//=========================================================
|
||
Schedule_t *CClone :: GetSchedule( void )
|
||
{
|
||
// clear old sentence
|
||
m_iSentence = HGRUNT_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 )
|
||
return CTerror::GetSchedule();
|
||
|
||
// 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!
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "CL_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
// ALERT(at_aiconsole, "COVER FROM SOUND\n");
|
||
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: // 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>
|
||
case MONSTERSTATE_ALERT:
|
||
|
||
if (m_cAmmoLoaded < m_cClipSize / 2)
|
||
{
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
}
|
||
break;
|
||
|
||
case MONSTERSTATE_COMBAT:
|
||
{
|
||
// dead enemy
|
||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||
{
|
||
// call base class, all code to handle dead enemies is centralized there.
|
||
return CBaseMonster :: GetSchedule();
|
||
}
|
||
|
||
// new enemy
|
||
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
|
||
if ( !IsLeader() )
|
||
{
|
||
// ALERT(at_aiconsole, "COVER FROM ENEMY (SQUAD)\n");
|
||
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole,"leader spotted player!\n");
|
||
|
||
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
{
|
||
if (m_hEnemy != NULL)
|
||
{
|
||
// if (m_hEnemy->IsPlayer())
|
||
SENTENCEG_PlayRndSz( ENT(pev), "CL_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
}
|
||
|
||
JustSpoke();
|
||
}
|
||
|
||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_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_GRUNT_COVER_AND_RELOAD );
|
||
}
|
||
|
||
// damaged just a little
|
||
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
||
{
|
||
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 )
|
||
{
|
||
// ALERT(at_console, "TERROR HIDES\n");
|
||
iPercent = RANDOM_LONG(0,99);
|
||
if (iPercent <= 90)
|
||
return GetScheduleOfType( SCHED_GRUNT_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 = HGRUNT_SENT_COVER;
|
||
//JustSpoke();
|
||
}
|
||
// ALERT(at_console, "TERROR TAKES COVER\n");
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_console, "TERROR FLINCHES\n");
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}
|
||
}
|
||
// can kick
|
||
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||
}
|
||
// can grenade launch
|
||
|
||
else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
// shoot a grenade if you can
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
// can shoot
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
// if the enemy has eluded the squad and a squad member has just located the enemy
|
||
// and the enemy does not see the squad member, issue a call to the squad to waste a
|
||
// little time and give the player a chance to turn.
|
||
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||
{
|
||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY );
|
||
}
|
||
}
|
||
|
||
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
// try to take an available ENGAGE slot
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
// throw a grenade if can and no engage slots are available
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
else
|
||
{
|
||
// hide!
|
||
// ALERT(at_aiconsole, "COVER FROM ENEMY (HIDE)\n");
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
}
|
||
// can't see enemy
|
||
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
//!!!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), "CL_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
{
|
||
//!!!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 = HGRUNT_SENT_CHARGE;
|
||
//JustSpoke();
|
||
}
|
||
|
||
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
else
|
||
{
|
||
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
||
// the enemy wanders back out into the open, or approaches the
|
||
// grunt's covered position. Good place for a taunt, I guess?
|
||
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "CL_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_STANDOFF );
|
||
}
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
}
|
||
|
||
// no special cases here, call the base class
|
||
return CSquadMonster :: GetSchedule();
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
Schedule_t* CClone :: GetScheduleOfType ( int Type )
|
||
{
|
||
if (Type == SCHED_TAKE_COVER_FROM_ENEMY)
|
||
{
|
||
if ( InSquad() )
|
||
{
|
||
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
{
|
||
if (FOkToSpeak())
|
||
{
|
||
SENTENCEG_PlayRndSz( ENT(pev), "CL_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
}
|
||
return slGruntTossGrenadeCover;
|
||
}
|
||
else
|
||
{
|
||
return &slGruntTakeCover[ 0 ];
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) )
|
||
{
|
||
return &slGruntGrenadeCover[ 0 ];
|
||
}
|
||
else
|
||
{
|
||
return &slGruntTakeCover[ 0 ];
|
||
}
|
||
}
|
||
}
|
||
else
|
||
return CHGrunt::GetScheduleOfType(Type);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
|
||
class CCloneHeavy : public CClone
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_soldier_clone_heavy, CCloneHeavy );
|
||
|
||
//=========================================================
|
||
// Spawn
|
||
//=========================================================
|
||
void CCloneHeavy :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/soldier_clon_heavy.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.cloneHealthHeavy;
|
||
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
|
||
|
||
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
||
m_fEnemyEluded = FALSE;
|
||
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
||
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
int head = pev->body; // body is head number
|
||
pev->body = 0;
|
||
SetBodygroup( HEAD_GROUP, head );
|
||
|
||
if (pev->weapons == 0)
|
||
{
|
||
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // ak + grens
|
||
}
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
|
||
{
|
||
SetBodygroup( TERR_GUN_GROUP, TERR_GUN_RPK );
|
||
m_cClipSize = 100; // hehe
|
||
}
|
||
else
|
||
{
|
||
m_cClipSize = GRUNT_CLIP_SIZE;
|
||
}
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
CTalkMonster::g_talkWaitTime = 0;
|
||
m_iNoGasDamage = 0;
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (1.1)
|
||
m_iDeadAmmo = 0;
|
||
|
||
MonsterInit();
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CCloneHeavy :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/soldier_clon_heavy.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
|
||
{
|
||
PRECACHE_SOUND( "weapons/rpk_fire1.wav" );
|
||
PRECACHE_SOUND( "weapons/rpk_fire2.wav" );
|
||
PRECACHE_SOUND( "weapons/rpk_fire3.wav" );
|
||
PRECACHE_SOUND( "clone/cl_reload_rpk.wav" );
|
||
m_iBrassShell = PRECACHE_MODEL ("models/rpk_shell.mdl");
|
||
}
|
||
else
|
||
{
|
||
PRECACHE_SOUND( "weapons/ak74_fire1.wav" );
|
||
PRECACHE_SOUND( "weapons/ak74_fire2.wav" );
|
||
PRECACHE_SOUND( "clone/cl_reload_ak.wav" );
|
||
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");
|
||
}
|
||
|
||
PRECACHE_SOUND( "clone/cl_die1.wav" );
|
||
PRECACHE_SOUND( "clone/cl_die2.wav" );
|
||
PRECACHE_SOUND( "clone/cl_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "clone/cl_pain1.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain2.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain3.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain4.wav" );
|
||
PRECACHE_SOUND( "clone/cl_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "weapons/glauncher.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;
|
||
}
|