forked from FWGS/Paranoia2
5019 lines
135 KiB
C++
5019 lines
135 KiB
C++
/***
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*
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* Copyright (c) 2006. All rights reserved.
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* Paranoia military human class, based on valve's hgrunt class
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* Written by BUzer
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*
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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 "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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#include "rushscript.h" // buz
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#include "player.h" // buz
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#include "monster_head_controller.h"//MaSTeR
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extern DLL_GLOBAL int g_iSkillLevel;
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#define SF_HAS_FLASHLIGHT 4096
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#define SF_TOGGLE_FLASHLIGHT 8192
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#define SF_FLASHLIGHT_ON 16384
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define MIL_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define MIL_VOL 0.35 // volume of grunt sounds
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#define MIL_ATTN ATTN_NORM // attenutation of grunt sentences
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#define MIL_LIMP_HEALTH 20
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#define MIL_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
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// ammunition types
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#define MIL_AKONLY 0
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#define MIL_GRENADES 1
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#define MIL_GUN_GROUP 2
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#define MIL_GUN_AK 0
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#define MIL_GUN_NONE 1
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#define MIL_HEAD_GROUP 0
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#define MIL_HEAD_GASMASK 2
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#define MIL_GASMASK_GROUP 3
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#define MIL_STUFF_GROUP 4
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TYPEDESCRIPTION CHeadController::m_SaveData[] =
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{
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DEFINE_FIELD( CHeadController, m_iLightLevel, FIELD_INTEGER ),
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DEFINE_FIELD( CHeadController, m_iBackwardLen, FIELD_INTEGER ),
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DEFINE_FIELD( CHeadController, m_hOwner, FIELD_EHANDLE ),
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}; IMPLEMENT_SAVERESTORE( CHeadController, CBaseEntity );
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LINK_ENTITY_TO_CLASS( head_flashlight, CFlashlight );
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LINK_ENTITY_TO_CLASS( head_controller, CHeadController );
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define MIL_AE_RELOAD ( 2 )
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#define MIL_AE_KICK ( 3 )
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#define MIL_AE_BURST1 ( 4 )
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#define MIL_AE_BURST2 ( 5 )
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#define MIL_AE_BURST3 ( 6 )
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#define MIL_AE_GREN_TOSS ( 7 )
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//#define MIL_AE_GREN_LAUNCH ( 8 )
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#define MIL_AE_GREN_DROP ( 9 )
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#define MIL_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
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#define MIL_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
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#define MIL_AE_FLASHLIGHT ( 12)
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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_MIL_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1,
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SCHED_MIL_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_MIL_COVER_AND_RELOAD,
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SCHED_MIL_SWEEP,
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SCHED_MIL_FOUND_ENEMY,
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SCHED_MIL_REPEL,
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SCHED_MIL_REPEL_ATTACK,
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SCHED_MIL_REPEL_LAND,
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SCHED_MIL_WAIT_FACE_ENEMY,
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SCHED_MIL_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_MIL_ELOF_FAIL,
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SCHED_MIL_DUCK_COVER_WAIT, // buz
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SCHED_MIL_FLASHLIGHT, //Toggle flashlight
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SCHED_MIL_WALKBACK_FIRE, //Walk backward and fire
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SCHED_INFECTED_FIRINGWALK,
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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_MIL_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1,
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TASK_MIL_SPEAK_SENTENCE,
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TASK_MIL_CHECK_FIRE,
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};
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//=========================================================
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// monster-specific conditions
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//=========================================================
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#define bits_COND_MIL_NOFIRE ( bits_COND_SPECIAL1 )
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class CMilitary : public CTalkMonster
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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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void InitFlashlight( void );
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void InitHeadController( void );
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void ToggleFlashlight ( void );
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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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void SpeakSentence( void );
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BOOL NoFriendlyFire(void); // buz
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void TalkInit(); // buz
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void DeclineFollowing(); //buz
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virtual BOOL GetEnemy ( void ); // buz
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void BlockedByPlayer ( CBasePlayer *pBlocker ); // buz
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void TalkAboutDeadFriend( CTalkMonster *pfriend );
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// buz: overriden for grunts to fix model's bugs...
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virtual void SetEyePosition ( void )
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{
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Vector vecEyePosition;
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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GetEyePosition( pmodel, vecEyePosition );
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pev->view_ofs = vecEyePosition;
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if ( pev->view_ofs == g_vecZero )
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{
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pev->view_ofs = Vector(0, 0 ,73);
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// ALERT ( at_aiconsole, "using default view ofs for %s\n", STRING ( pev->classname ) );
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}
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}
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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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return pev->origin + pev->view_ofs;
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}
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// Wargon: Юзать монстра можно только если он жив. Это нужно чтобы иконка юза не показывалась на мертвых монстрах.
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virtual int ObjectCaps( void ) { if (pev->deadflag == DEAD_NO) return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE | FCAP_DISTANCE_USE; else return CTalkMonster::ObjectCaps(); }
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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 ); // buz: use talkmoster's relationship
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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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//MaSTeR: Flashlight and head controller
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CFlashlight *pFlashlight;
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CHeadController *pHeadController;
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Vector m_vecTossVelocity;
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// Wargon: Если враг взят из данных игрока, то TRUE. Иначе FALSE. (1.1)
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BOOL m_fEnemyFromPlayer;
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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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// buz
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int m_iNoGasDamage;
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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_military, CMilitary );
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TYPEDESCRIPTION CMilitary::m_SaveData[] =
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{
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DEFINE_FIELD( CMilitary, m_flNextGrenadeCheck, FIELD_TIME ),
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DEFINE_FIELD( CMilitary, m_flNextPainTime, FIELD_TIME ),
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DEFINE_FIELD( CMilitary, m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CMilitary, m_fThrowGrenade, FIELD_BOOLEAN ),
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DEFINE_FIELD( CMilitary, m_fStanding, FIELD_BOOLEAN ),
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DEFINE_FIELD( CMilitary, m_cClipSize, FIELD_INTEGER ),
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DEFINE_FIELD( CMilitary, m_voicePitch, FIELD_INTEGER ),
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DEFINE_FIELD( CMilitary, m_iSentence, FIELD_INTEGER ),
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DEFINE_FIELD( CMilitary, m_iNoGasDamage, FIELD_INTEGER ),
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DEFINE_FIELD( CMilitary, pFlashlight, FIELD_EHANDLE ),
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DEFINE_FIELD( CMilitary, pHeadController, FIELD_EHANDLE ),
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}; IMPLEMENT_SAVERESTORE( CMilitary, CTalkMonster );
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const char *CMilitary::pGruntSentences[] =
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{
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"VV_GREN", // grenade scared grunt
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"VV_ALERT", // sees player
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"VV_MONSTER", // sees monster
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"VV_COVER", // running to cover
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"VV_THROW", // about to throw grenade
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"VV_CHARGE", // running out to get the enemy
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"VV_TAUNT", // say rude things
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};
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enum
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{
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MIL_SENT_NONE = -1,
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MIL_SENT_GREN = 0,
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MIL_SENT_ALERT,
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MIL_SENT_MONSTER,
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MIL_SENT_COVER,
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MIL_SENT_THROW,
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MIL_SENT_CHARGE,
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MIL_SENT_TAUNT,
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} MIL_SENTENCE_TYPES;
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void CMilitary :: BlockedByPlayer ( CBasePlayer *pBlocker )
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{
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if (m_iszSpeakAs)
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{
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char szBuf[32];
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strcpy(szBuf,STRING(m_iszSpeakAs));
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strcat(szBuf,"_BLOCKED");
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PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
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}
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else
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{
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PlaySentence( "VV_BLOCKED", 4, VOL_NORM, ATTN_NORM );
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}
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}
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void CMilitary :: TalkAboutDeadFriend( CTalkMonster *pfriend )
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{
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if (FClassnameIs(pfriend->pev, STRING(pev->classname)))
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{
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if (m_iszSpeakAs)
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{
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char szBuf[32];
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strcpy(szBuf,STRING(m_iszSpeakAs));
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strcat(szBuf,"_TMDOWN");
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PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
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}
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else
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{
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PlaySentence( "VV_TMDOWN", 4, VOL_NORM, ATTN_NORM );
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}
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}
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}
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//=========================================================
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// buz: overriden for allied soldiers - they can get enemy from player's data
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//=========================================================
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BOOL CMilitary :: GetEnemy ( void )
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{
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// Wargon: Если врага нет, то переменная сбрасывается. (1.1)
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if (m_hEnemy == NULL)
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{
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m_fEnemyFromPlayer = FALSE;
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}
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if (!CBaseMonster::GetEnemy())
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{
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// buz: cant get enemy using normal way, try player's data
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if (IsFollowing() && m_hTargetEnt->IsPlayer())
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{
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CBasePlayer *pMyMaster = (CBasePlayer*)((CBaseEntity*)m_hTargetEnt);
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// big bunch of checks..
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if ((pMyMaster->m_hLastEnemy != NULL) &&
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(pMyMaster->m_hLastEnemy->MyMonsterPointer()) &&
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(pMyMaster->m_hLastEnemy != this) &&
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(pMyMaster->m_hLastEnemy->pev->health > 0) &&
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(pMyMaster->m_hLastEnemy->IsAlive()) &&
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!FBitSet(pMyMaster->m_hLastEnemy->pev->spawnflags, SF_MONSTER_PRISONER) &&
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!FBitSet(pMyMaster->m_hLastEnemy->pev->flags, FL_NOTARGET) &&
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(IRelationship( pMyMaster->m_hLastEnemy ) > 0))
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{
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m_hEnemy = pMyMaster->m_hLastEnemy;
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m_vecEnemyLKP = m_hEnemy->pev->origin;
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// Wargon: Враг взят из данных игрока. (1.1)
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m_fEnemyFromPlayer = TRUE;
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if ( m_pSchedule )
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{
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if ( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY )
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{
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SetConditions(bits_COND_NEW_ENEMY);
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}
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}
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// ALERT(at_console, "get enemy from player!\n");
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return TRUE;
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}
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}
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}
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return FALSE;
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// return CBaseMonster::GetEnemy();
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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 CMilitary :: SpeakSentence( void )
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{
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if ( m_iSentence == MIL_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 ], MIL_VOL, MIL_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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//MaSTeR: Инициализация фонаря (создание энтити и проверка спаунфлагов)
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//=========================================================
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void CMilitary :: InitHeadController( void )
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{
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if( !pHeadController )
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{
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pHeadController = GetClassPtr((CHeadController *)NULL );
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pHeadController->Spawn( this );
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}
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}
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void CMilitary :: InitFlashlight( void )
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{
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if ( FBitSet( pev->spawnflags, SF_HAS_FLASHLIGHT ))
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{
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if( !pFlashlight )
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{
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pFlashlight = GetClassPtr((CFlashlight *)NULL );
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pFlashlight->Spawn( pev );
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}
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if( FBitSet( pev->spawnflags, SF_FLASHLIGHT_ON ))
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pFlashlight->On();
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}
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}
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//=========================================================
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//MaSTeR: Переключение фонарика (вкл\выкл)
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//=========================================================
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void CMilitary :: ToggleFlashlight( void )
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{
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// if we suppose to toglle flashlight
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if ( pFlashlight && FBitSet( pev->spawnflags, SF_TOGGLE_FLASHLIGHT ))
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{
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if( pFlashlight->GetState() == STATE_ON )
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pFlashlight->Off();
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else pFlashlight->On();
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}
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}
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//=========================================================
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// GibMonster - make gun fly through the air.
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//=========================================================
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void CMilitary :: GibMonster ( void )
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if (GetBodygroup(MIL_GUN_GROUP) != MIL_GUN_NONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
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{
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun = DropItem( "weapon_aks", 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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if (pev->weapons == MIL_GRENADES )
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{
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pGun = DropItem( "weapon_handgrenade", 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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CBaseMonster :: GibMonster();
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}
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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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||
//=========================================================
|
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int CMilitary :: ISoundMask ( void )
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_PLAYER |
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bits_SOUND_DANGER;
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}
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||
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||
//=========================================================
|
||
// buz: у грунтов FOkToSpeak очень простой - всего-лишь проверка на Gag.
|
||
// но у дружественных игроку монстров эта функция означает возможность
|
||
// базарить о всякой фигне - задавать друг другу вопросы, разговаривать о том о сем..
|
||
//=========================================================
|
||
BOOL CMilitary :: FOkToSpeak( void )
|
||
{
|
||
if ( pev->spawnflags & SF_MONSTER_GAG )
|
||
return FALSE;
|
||
|
||
if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE )
|
||
return FALSE;
|
||
|
||
// if not alive, certainly don't speak
|
||
if ( pev->deadflag != DEAD_NO )
|
||
return FALSE;
|
||
|
||
// if player is not in pvs, don't speak
|
||
if (!IsAlive() || FNullEnt(FIND_CLIENT_IN_PVS(edict())))
|
||
return FALSE;
|
||
|
||
// don't talk if you're in combat
|
||
if (m_hEnemy != NULL && FVisible( m_hEnemy ))
|
||
return FALSE;
|
||
|
||
return TRUE;
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
void CMilitary :: JustSpoke( void )
|
||
{
|
||
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
|
||
m_iSentence = MIL_SENT_NONE;
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// FCanCheckAttacks - this is overridden for human grunts
|
||
// because they can throw/shoot grenades when they can't see their
|
||
// target and the base class doesn't check attacks if the monster
|
||
// cannot see its enemy.
|
||
//
|
||
// !!!BUGBUG - this gets called before a 3-round burst is fired
|
||
// which means that a friendly can still be hit with up to 2 rounds.
|
||
// ALSO, grenades will not be tossed if there is a friendly in front,
|
||
// this is a bad bug. Friendly machine gun fire avoidance
|
||
// will unecessarily prevent the throwing of a grenade as well.
|
||
//=========================================================
|
||
BOOL CMilitary :: FCanCheckAttacks ( void )
|
||
{
|
||
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
|
||
{
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
return FALSE;
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// CheckMeleeAttack1
|
||
//=========================================================
|
||
BOOL CMilitary :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||
{
|
||
CBaseMonster *pEnemy;
|
||
|
||
if ( m_hEnemy != NULL )
|
||
{
|
||
pEnemy = m_hEnemy->MyMonsterPointer();
|
||
|
||
if ( !pEnemy )
|
||
{
|
||
return FALSE;
|
||
}
|
||
}
|
||
|
||
// Wargon: Расстояние flDist уменьшено с 64 до 48. (1.1)
|
||
if ( flDist <= 48 && flDot >= 0.7 &&
|
||
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
||
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
|
||
{
|
||
return TRUE;
|
||
}
|
||
return FALSE;
|
||
}
|
||
|
||
//==============================================
|
||
// buz:
|
||
// NoFriendlyFire - basically copied from squad monsters
|
||
// true - shoot, false - dont shoot
|
||
// =============================================
|
||
BOOL CMilitary :: NoFriendlyFire(void)
|
||
{
|
||
CPlane backPlane;
|
||
CPlane leftPlane;
|
||
CPlane rightPlane;
|
||
|
||
Vector vecLeftSide;
|
||
Vector vecRightSide;
|
||
Vector v_left;
|
||
|
||
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
|
||
|
||
if ( m_hEnemy != NULL )
|
||
{
|
||
UTIL_MakeVectors ( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
|
||
}
|
||
else
|
||
{
|
||
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
|
||
return FALSE;
|
||
}
|
||
|
||
// buz: simply check by traceline for other monster_human_military
|
||
/* TraceResult tr;
|
||
UTIL_TraceLine(pev->origin, pev->origin + (gpGlobals->v_forward * 1024), dont_ignore_monsters, ENT(pev), &tr);
|
||
if (tr.pHit && (FClassnameIs(tr.pHit, "monster_human_military") ||
|
||
FClassnameIs(tr.pHit, "monster_scientist") ||
|
||
FClassnameIs(tr.pHit, "monster_barney") ||
|
||
FClassnameIs(tr.pHit, "monster_human_alpha") ||
|
||
FClassnameIs(tr.pHit, "monster_alpha_pistol")))
|
||
return FALSE;*/
|
||
|
||
vecLeftSide = pev->origin - ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
|
||
vecRightSide = pev->origin + ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
|
||
v_left = gpGlobals->v_right * -1;
|
||
|
||
leftPlane.InitializePlane ( gpGlobals->v_right, vecLeftSide );
|
||
rightPlane.InitializePlane ( v_left, vecRightSide );
|
||
backPlane.InitializePlane ( gpGlobals->v_forward, pev->origin );
|
||
|
||
// search all entities around
|
||
Vector mins = pev->origin - Vector(1024, 1024, 1024);
|
||
Vector maxs = pev->origin + Vector(1024, 1024, 1024);
|
||
CBaseEntity *pList[256];
|
||
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_MONSTER );
|
||
for ( int i = 0; i < count; i++ )
|
||
{
|
||
CBaseMonster *pMonster = pList[i]->MyMonsterPointer();
|
||
if (pMonster && (pMonster != this) && (IRelationship(pMonster) <= R_NO))
|
||
{
|
||
if ( backPlane.PointInFront ( pMonster->pev->origin ) &&
|
||
leftPlane.PointInFront ( pMonster->pev->origin ) &&
|
||
rightPlane.PointInFront ( pMonster->pev->origin) )
|
||
{
|
||
// this guy is in the check volume! Don't shoot!
|
||
// ALERT(at_console, "dont shoot!\n");
|
||
return FALSE;
|
||
}
|
||
}
|
||
}
|
||
|
||
// check for player
|
||
edict_t *pentPlayer = FIND_CLIENT_IN_PVS( edict() );
|
||
if (!FNullEnt(pentPlayer) && (pentPlayer != m_hEnemy->edict()) &&
|
||
backPlane.PointInFront ( pentPlayer->v.origin ) &&
|
||
leftPlane.PointInFront ( pentPlayer->v.origin ) &&
|
||
rightPlane.PointInFront ( pentPlayer->v.origin ) )
|
||
{
|
||
// the player is in the check volume! Don't shoot!
|
||
return FALSE;
|
||
}
|
||
|
||
return TRUE;
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// CheckRangeAttack1 - overridden for HGrunt, cause
|
||
// FCanCheckAttacks() doesn't disqualify all attacks based
|
||
// on whether or not the enemy is occluded because unlike
|
||
// the base class, the HGrunt can attack when the enemy is
|
||
// occluded (throw grenade over wall, etc). We must
|
||
// disqualify the machine gun attack if the enemy is occluded.
|
||
//=========================================================
|
||
BOOL CMilitary :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
{
|
||
/* if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||
{
|
||
TraceResult tr;
|
||
|
||
if ( flDist <= 64 )
|
||
{
|
||
// kick nonclients who are close enough, but don't shoot at them.
|
||
return FALSE;
|
||
}
|
||
|
||
Vector vecSrc = GetGunPosition();
|
||
|
||
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||
|
||
if ( tr.flFraction == 1.0 )
|
||
{
|
||
return TRUE;
|
||
}
|
||
}
|
||
|
||
return FALSE;*/
|
||
|
||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||
{
|
||
TraceResult tr;
|
||
|
||
if ( !m_hEnemy->IsPlayer() && flDist <= 48 ) // Wargon: Расстояние flDist уменьшено с 64 до 48. (1.1)
|
||
{
|
||
// kick nonclients who are close enough, but don't shoot at them.
|
||
return FALSE;
|
||
}
|
||
|
||
BOOL savedStanding = m_fStanding;
|
||
m_fStanding = FALSE; // buz: check chrouched fire first
|
||
Vector vecSrc = GetGunPosition();
|
||
|
||
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||
if ( tr.flFraction == 1.0 && !pev->gaitsequence) // buz: cant fire crouched when moving
|
||
{
|
||
// buz: we can fire crouched, now check for standing
|
||
m_fStanding = TRUE;
|
||
vecSrc = GetGunPosition();
|
||
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||
m_fStanding = savedStanding;
|
||
if ( tr.flFraction == 1.0 )
|
||
{
|
||
// ALERT(at_aiconsole, "== mil shoot as wish\n");
|
||
m_iLastFireCheckResult = 0; // shoot as you wish
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole, "== mil shoot crouched\n");
|
||
m_iLastFireCheckResult = 1; // only chrouched
|
||
}
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
// buz: cant fire crouching, maybe me or enemy in some kind of cover (or running). Check standing.
|
||
m_fStanding = TRUE;
|
||
vecSrc = GetGunPosition();
|
||
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||
m_fStanding = savedStanding;
|
||
if ( tr.flFraction == 1.0 )
|
||
{
|
||
// ALERT(at_aiconsole, "== mil shoot standing\n");
|
||
m_iLastFireCheckResult = 2; // buz: standing is our only one choice
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_aiconsole, "== mil cant shoot\n");
|
||
m_iLastFireCheckResult = 0;
|
||
return FALSE; // cant fire
|
||
}
|
||
}
|
||
}
|
||
|
||
return FALSE;
|
||
}
|
||
|
||
//=========================================================
|
||
// CheckRangeAttack2 - this checks the Grunt's grenade
|
||
// attack.
|
||
//=========================================================
|
||
BOOL CMilitary :: CheckRangeAttack2 ( float flDot, float flDist )
|
||
{
|
||
if (pev->weapons != MIL_GRENADES)
|
||
{
|
||
return FALSE;
|
||
}
|
||
|
||
// if the grunt isn't moving, it's ok to check.
|
||
if ( m_flGroundSpeed != 0 )
|
||
{
|
||
m_fThrowGrenade = FALSE;
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
// assume things haven't changed too much since last time
|
||
if (gpGlobals->time < m_flNextGrenadeCheck )
|
||
{
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && (m_hEnemy->pev->waterlevel == 0 || m_hEnemy->pev->watertype==CONTENTS_FOG) && m_vecEnemyLKP.z > pev->absmax.z )
|
||
{
|
||
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
|
||
// be grenaded.
|
||
// don't throw grenades at anything that isn't on the ground!
|
||
m_fThrowGrenade = FALSE;
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
Vector vecTarget;
|
||
|
||
// if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE))
|
||
// {
|
||
// find feet
|
||
if (RANDOM_LONG(0,1))
|
||
{
|
||
// magically know where they are
|
||
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
|
||
}
|
||
else
|
||
{
|
||
// toss it to where you last saw them
|
||
vecTarget = m_vecEnemyLKP;
|
||
}
|
||
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
|
||
// estimate position
|
||
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
|
||
/* }
|
||
else
|
||
{
|
||
// find target
|
||
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
|
||
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
|
||
// estimate position
|
||
if (HasConditions( bits_COND_SEE_ENEMY))
|
||
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity;
|
||
}*/
|
||
|
||
// are any of my squad members near the intended grenade impact area?
|
||
/* if ( InSquad() )
|
||
{
|
||
if (SquadMemberInRange( vecTarget, 256 ))
|
||
{
|
||
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
m_fThrowGrenade = FALSE;
|
||
}
|
||
}*/
|
||
|
||
// buz: check for allies in target area:
|
||
CBaseEntity *pTarget = NULL;
|
||
while ((pTarget = UTIL_FindEntityInSphere( pTarget, vecTarget, 256 )) != NULL)
|
||
{
|
||
if (FClassnameIs( pTarget->pev, "monster_human_military") || FClassnameIs( pTarget->pev, "player"))
|
||
{
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
m_fThrowGrenade = FALSE;
|
||
}
|
||
}
|
||
|
||
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
|
||
{
|
||
// crap, I don't want to blow myself up
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
m_fThrowGrenade = FALSE;
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
|
||
// if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE))
|
||
// {
|
||
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 );
|
||
|
||
if ( vecToss != g_vecZero )
|
||
{
|
||
m_vecTossVelocity = vecToss;
|
||
|
||
// throw a hand grenade
|
||
m_fThrowGrenade = TRUE;
|
||
// don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
|
||
}
|
||
else
|
||
{
|
||
// don't throw
|
||
m_fThrowGrenade = FALSE;
|
||
// don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
}
|
||
/* }
|
||
else
|
||
{
|
||
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 );
|
||
|
||
if ( vecToss != g_vecZero )
|
||
{
|
||
m_vecTossVelocity = vecToss;
|
||
|
||
// throw a hand grenade
|
||
m_fThrowGrenade = TRUE;
|
||
// don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
|
||
}
|
||
else
|
||
{
|
||
// don't throw
|
||
m_fThrowGrenade = FALSE;
|
||
// don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
}
|
||
}*/
|
||
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// TraceAttack - make sure we're not taking it in the helmet
|
||
//=========================================================
|
||
void CMilitary :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
{
|
||
// ALERT(at_console, "mil hitgr: %d\n", ptr->iHitgroup);
|
||
// check for helmet shot
|
||
if ((ptr->iHitgroup == 8) || (ptr->iHitgroup == 1))
|
||
{
|
||
// make sure we're wearing one
|
||
/* if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
|
||
{
|
||
// absorb damage
|
||
flDamage -= 20;
|
||
if (flDamage <= 0)
|
||
{
|
||
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
||
flDamage = 0.01;
|
||
}
|
||
}*/ // buz
|
||
// it's head shot anyways
|
||
ptr->iHitgroup = HITGROUP_HEAD;
|
||
}
|
||
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||
}
|
||
|
||
// buz: basically just like barney
|
||
int CMilitary :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||
{
|
||
// buz: refuse gas damage while wearing gasmask
|
||
if (m_iNoGasDamage && ( bitsDamageType & DMG_NERVEGAS ))
|
||
return 0;
|
||
|
||
Forget( bits_MEMORY_INCOVER );
|
||
|
||
// Wargon: Союзники не должны восставать против игрока.
|
||
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||
|
||
/* // make sure friends talk about it if player hurts talkmonsters...
|
||
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
|
||
return ret;
|
||
|
||
// LRC - if my reaction to the player has been overridden, don't do this stuff
|
||
if (m_iPlayerReact) return ret;
|
||
|
||
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
|
||
{
|
||
// This is a heurstic to determine if the player intended to harm me
|
||
// If I have an enemy, we can't establish intent (may just be crossfire)
|
||
if ( m_hEnemy == NULL )
|
||
{
|
||
// If the player was facing directly at me, or I'm already suspicious, get mad
|
||
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) )
|
||
{
|
||
// Alright, now I'm pissed!
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_MAD");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "VV_MAD", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
|
||
Remember( bits_MEMORY_PROVOKED );
|
||
StopFollowing( TRUE );
|
||
}
|
||
else
|
||
{
|
||
// Hey, be careful with that
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_SHOT");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "VV_SHOT", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
Remember( bits_MEMORY_SUSPICIOUS );
|
||
}
|
||
}
|
||
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
|
||
{
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_SHOT");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "VV_SHOT", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
}
|
||
}
|
||
|
||
return ret; */
|
||
}
|
||
|
||
//=========================================================
|
||
// MaxYawSpeed - allows each sequence to have a different
|
||
// turn rate associated with it.
|
||
//=========================================================
|
||
float CMilitary :: MaxYawSpeed( void )
|
||
{
|
||
float ys;
|
||
|
||
switch ( m_Activity )
|
||
{
|
||
case ACT_IDLE:
|
||
ys = 150;
|
||
break;
|
||
case ACT_RUN:
|
||
ys = 150;
|
||
break;
|
||
case ACT_WALK:
|
||
ys = 180;
|
||
break;
|
||
case ACT_RANGE_ATTACK1:
|
||
ys = 120;
|
||
break;
|
||
case ACT_RANGE_ATTACK2:
|
||
ys = 120;
|
||
break;
|
||
case ACT_MELEE_ATTACK1:
|
||
ys = 120;
|
||
break;
|
||
case ACT_MELEE_ATTACK2:
|
||
ys = 120;
|
||
break;
|
||
case ACT_TURN_LEFT:
|
||
case ACT_TURN_RIGHT:
|
||
ys = 180;
|
||
break;
|
||
case ACT_GLIDE:
|
||
case ACT_FLY:
|
||
ys = 30;
|
||
break;
|
||
default:
|
||
ys = 90;
|
||
break;
|
||
}
|
||
|
||
return ys;
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// CheckAmmo - overridden for the grunt because he actually
|
||
// uses ammo! (base class doesn't)
|
||
//=========================================================
|
||
void CMilitary :: CheckAmmo ( void )
|
||
{
|
||
if ( m_cAmmoLoaded <= 0 )
|
||
{
|
||
SetConditions(bits_COND_NO_AMMO_LOADED);
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Classify - indicates this monster's place in the
|
||
// relationship table.
|
||
//=========================================================
|
||
int CMilitary :: Classify ( void )
|
||
{
|
||
return m_iClass?m_iClass:CLASS_PLAYER_ALLY;//CLASS_HUMAN_MILITARY;
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
CBaseEntity *CMilitary :: Kick( void )
|
||
{
|
||
TraceResult tr;
|
||
|
||
UTIL_MakeVectors( pev->angles );
|
||
Vector vecStart = pev->origin;
|
||
vecStart.z += pev->size.z * 0.5;
|
||
Vector vecEnd = vecStart + (gpGlobals->v_forward * 48); // Wargon: Расстояние уменьшено с 70 до 48. (1.1)
|
||
|
||
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
||
|
||
if ( tr.pHit )
|
||
{
|
||
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
||
return pEntity;
|
||
}
|
||
|
||
return NULL;
|
||
}
|
||
|
||
//=========================================================
|
||
// GetGunPosition return the end of the barrel
|
||
//=========================================================
|
||
|
||
Vector CMilitary :: GetGunPosition( )
|
||
{
|
||
if (m_fStanding )
|
||
{
|
||
return pev->origin + Vector( 0, 0, 60 );
|
||
}
|
||
else
|
||
{
|
||
// return pev->origin + Vector( 0, 0, 48 );
|
||
return pev->origin + Vector( 0, 0, 40 );
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CMilitary :: Shoot ( void )
|
||
{
|
||
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
|
||
// {
|
||
// return;
|
||
// }
|
||
|
||
UTIL_MakeVectors ( pev->angles );
|
||
Vector vecShootOrigin = GetGunPosition();
|
||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
Vector vecBrassPos, vecBrassDir;
|
||
GetAttachment(3, vecBrassPos, vecBrassDir);
|
||
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
||
EjectBrass( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
||
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgAK ); // shoot +-5 degrees
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
// ALERT(at_console, "mil ammo has %d\n", m_cAmmoLoaded);
|
||
}
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
}
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CMilitary :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case MIL_AE_FLASHLIGHT:
|
||
{
|
||
ToggleFlashlight();
|
||
break;
|
||
}
|
||
case MIL_AE_DROP_GUN:
|
||
{
|
||
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
|
||
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
||
// switch to body group with no gun.
|
||
SetBodygroup( MIL_GUN_GROUP, MIL_GUN_NONE );
|
||
|
||
// now spawn a gun.
|
||
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
|
||
|
||
if (pev->weapons == MIL_GRENADES)
|
||
{
|
||
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
|
||
}
|
||
|
||
break;
|
||
}
|
||
case MIL_AE_RELOAD:
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_reload.wav", 1, ATTN_NORM );
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
case MIL_AE_GREN_TOSS:
|
||
{
|
||
UTIL_MakeVectors( pev->angles );
|
||
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
|
||
//LRC - a bit of a hack. Ideally the grunts would work out in advance whether it's ok to throw.
|
||
if (m_pCine)
|
||
{
|
||
Vector vecToss = g_vecZero;
|
||
if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
|
||
{
|
||
vecToss = VecCheckToss( pev, GetGunPosition(), m_hTargetEnt->pev->origin, 0.5 );
|
||
}
|
||
if (vecToss == g_vecZero)
|
||
{
|
||
vecToss = (gpGlobals->v_forward*0.5+gpGlobals->v_up*0.5).Normalize()*gSkillData.hgruntGrenadeSpeed;
|
||
}
|
||
CGrenade::ShootTimed( pev, GetGunPosition(), vecToss, 3.5 );
|
||
}
|
||
else
|
||
CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
|
||
|
||
m_fThrowGrenade = FALSE;
|
||
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
||
// !!!LATER - when in a group, only try to throw grenade if ordered.
|
||
}
|
||
break;
|
||
|
||
// buz: no grenade laucher
|
||
/* case HGRUNT_AE_GREN_LAUNCH:
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
|
||
//LRC: firing due to a script?
|
||
if (m_pCine)
|
||
{
|
||
Vector vecToss;
|
||
if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
|
||
vecToss = VecCheckThrow( pev, GetGunPosition(), m_hTargetEnt->pev->origin, gSkillData.hgruntGrenadeSpeed, 0.5 );
|
||
else
|
||
{
|
||
// just shoot diagonally up+forwards
|
||
UTIL_MakeVectors(pev->angles);
|
||
vecToss = (gpGlobals->v_forward*0.5 + gpGlobals->v_up*0.5).Normalize() * gSkillData.hgruntGrenadeSpeed;
|
||
}
|
||
CGrenade::ShootContact( pev, GetGunPosition(), vecToss );
|
||
}
|
||
else
|
||
CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity );
|
||
m_fThrowGrenade = FALSE;
|
||
if (g_iSkillLevel == SKILL_HARD)
|
||
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
|
||
else
|
||
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
||
}
|
||
break;*/
|
||
|
||
case MIL_AE_GREN_DROP:
|
||
{
|
||
UTIL_MakeVectors( pev->angles );
|
||
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
|
||
}
|
||
break;
|
||
|
||
case MIL_AE_BURST1:
|
||
{
|
||
// ALERT(at_console, "*-------- mil burst 1\n");
|
||
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
if ( RANDOM_LONG(0,1) )
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun1.wav", 1, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun2.wav", 1, ATTN_NORM );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
}
|
||
|
||
Shoot();
|
||
|
||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
}
|
||
break;
|
||
|
||
case MIL_AE_BURST2:
|
||
case MIL_AE_BURST3:
|
||
Shoot();
|
||
break;
|
||
|
||
case MIL_AE_KICK:
|
||
{
|
||
CBaseEntity *pHurt = Kick();
|
||
|
||
if ( pHurt )
|
||
{
|
||
// buz: move only if it is a monster!
|
||
if (pHurt->MyMonsterPointer())
|
||
{
|
||
UTIL_MakeVectors( pev->angles );
|
||
pHurt->pev->punchangle.x = 15;
|
||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
|
||
}
|
||
pHurt->TakeDamage( pev, pev, gSkillData.MilDmgKick, DMG_CLUB );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case MIL_AE_CAUGHT_ENEMY:
|
||
{
|
||
// if ( FOkToSpeak() )
|
||
// {
|
||
SENTENCEG_PlayRndSz(ENT(pev), "VV_ALERT", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
}
|
||
|
||
default:
|
||
CTalkMonster::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Spawn
|
||
//=========================================================
|
||
void CMilitary :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/soldier.mdl");
|
||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
||
pev->solid = SOLID_SLIDEBOX;
|
||
pev->movetype = MOVETYPE_STEP;
|
||
m_bloodColor = BLOOD_COLOR_RED;
|
||
if (pev->health == 0)
|
||
pev->health = gSkillData.milHealth;
|
||
m_flFieldOfView = VIEW_FIELD_FULL;//0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||
m_MonsterState = MONSTERSTATE_NONE;
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
||
m_flNextPainTime = gpGlobals->time;
|
||
m_iSentence = MIL_SENT_NONE;
|
||
|
||
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
||
// m_fEnemyEluded = FALSE;
|
||
// m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
||
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
m_cClipSize = MIL_CLIP_SIZE;
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
// buz: pev->body is head number
|
||
int head = pev->body;
|
||
pev->body = 0;
|
||
SetBodygroup( MIL_HEAD_GROUP, head );
|
||
|
||
if (head == MIL_HEAD_GASMASK)
|
||
{
|
||
SetBodygroup( MIL_GASMASK_GROUP, 1 );
|
||
m_iNoGasDamage = 1;
|
||
}
|
||
else
|
||
{
|
||
SetBodygroup( MIL_GASMASK_GROUP, 0 );
|
||
m_iNoGasDamage = 0;
|
||
}
|
||
|
||
// buz: pev->effects is additional stuff number
|
||
SetBodygroup( MIL_STUFF_GROUP, pev->effects );
|
||
|
||
MonsterInit();
|
||
InitFlashlight();
|
||
InitHeadController();
|
||
|
||
SetUse(&CMilitary :: FollowerUse );
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CMilitary :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/soldier.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
PRECACHE_SOUND( "military/mil_mgun1.wav" );
|
||
PRECACHE_SOUND( "military/mil_mgun2.wav" );
|
||
|
||
PRECACHE_SOUND( "military/mil_die1.wav" );
|
||
PRECACHE_SOUND( "military/mil_die2.wav" );
|
||
PRECACHE_SOUND( "military/mil_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "military/mil_pain1.wav" );
|
||
PRECACHE_SOUND( "military/mil_pain2.wav" );
|
||
PRECACHE_SOUND( "military/mil_pain3.wav" );
|
||
PRECACHE_SOUND( "military/mil_pain4.wav" );
|
||
PRECACHE_SOUND( "military/mil_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "military/mil_reload.wav" );
|
||
|
||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
||
// get voice pitch
|
||
if (RANDOM_LONG(0,1))
|
||
m_voicePitch = 109 + RANDOM_LONG(0,7);
|
||
else
|
||
m_voicePitch = 100;
|
||
|
||
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");// brass shell
|
||
|
||
TalkInit();
|
||
CTalkMonster::Precache();
|
||
}
|
||
|
||
|
||
// talk init
|
||
void CMilitary :: TalkInit()
|
||
{
|
||
CTalkMonster::TalkInit();
|
||
|
||
// military human speech group names (group names are in sentences.txt)
|
||
|
||
if (!m_iszSpeakAs)
|
||
{
|
||
m_szGrp[TLK_ANSWER] = "VV_ANSWER";
|
||
m_szGrp[TLK_QUESTION] = "VV_QUESTION";
|
||
m_szGrp[TLK_IDLE] = "VV_IDLE";
|
||
m_szGrp[TLK_STARE] = "VV_STARE";
|
||
if (pev->spawnflags & SF_MONSTER_PREDISASTER) //LRC
|
||
m_szGrp[TLK_USE] = "VV_PFOLLOW";
|
||
else
|
||
m_szGrp[TLK_USE] = "VV_OK";
|
||
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
||
m_szGrp[TLK_UNUSE] = "VV_PWAIT";
|
||
else
|
||
m_szGrp[TLK_UNUSE] = "VV_WAIT";
|
||
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
||
m_szGrp[TLK_DECLINE] = "VV_POK";
|
||
else
|
||
m_szGrp[TLK_DECLINE] = "VV_NOTOK";
|
||
m_szGrp[TLK_STOP] = "VV_STOP";
|
||
|
||
m_szGrp[TLK_NOSHOOT] = "VV_SCARED";
|
||
m_szGrp[TLK_HELLO] = "VV_HELLO";
|
||
|
||
m_szGrp[TLK_PLHURT1] = "!VV_CUREA";
|
||
m_szGrp[TLK_PLHURT2] = "!VV_CUREB";
|
||
m_szGrp[TLK_PLHURT3] = "!VV_CUREC";
|
||
|
||
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
|
||
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
|
||
m_szGrp[TLK_PQUESTION] = "VV_PQUEST"; // UNDONE
|
||
|
||
m_szGrp[TLK_SMELL] = "VV_SMELL";
|
||
|
||
m_szGrp[TLK_WOUND] = "VV_WOUND";
|
||
m_szGrp[TLK_MORTAL] = "VV_MORTAL";
|
||
}
|
||
}
|
||
|
||
|
||
void CMilitary::DeclineFollowing( void )
|
||
{
|
||
PlaySentence( m_szGrp[TLK_DECLINE], 2, VOL_NORM, ATTN_NORM ); //LRC
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// start task
|
||
//=========================================================
|
||
void CMilitary :: StartTask ( Task_t *pTask )
|
||
{
|
||
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
||
switch ( pTask->iTask )
|
||
{
|
||
case TASK_MIL_CHECK_FIRE:
|
||
if ( !NoFriendlyFire() )
|
||
{
|
||
SetConditions( bits_COND_MIL_NOFIRE );
|
||
}
|
||
TaskComplete();
|
||
break;
|
||
|
||
case TASK_MIL_SPEAK_SENTENCE:
|
||
SpeakSentence();
|
||
TaskComplete();
|
||
break;
|
||
|
||
case TASK_WALK_PATH:
|
||
case TASK_RUN_PATH:
|
||
// grunt no longer assumes he is covered if he moves
|
||
Forget( bits_MEMORY_INCOVER );
|
||
CTalkMonster ::StartTask( pTask );
|
||
break;
|
||
|
||
case TASK_RELOAD:
|
||
m_IdealActivity = ACT_RELOAD;
|
||
break;
|
||
|
||
case TASK_MIL_FACE_TOSS_DIR:
|
||
break;
|
||
|
||
case TASK_FACE_IDEAL:
|
||
case TASK_FACE_ENEMY:
|
||
CTalkMonster :: StartTask( pTask );
|
||
if (pev->movetype == MOVETYPE_FLY)
|
||
{
|
||
m_IdealActivity = ACT_GLIDE;
|
||
}
|
||
break;
|
||
|
||
default:
|
||
CTalkMonster :: StartTask( pTask );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// RunTask
|
||
//=========================================================
|
||
void CMilitary :: RunTask ( Task_t *pTask )
|
||
{
|
||
switch ( pTask->iTask )
|
||
{
|
||
case TASK_MIL_FACE_TOSS_DIR:
|
||
{
|
||
// project a point along the toss vector and turn to face that point.
|
||
SetIdealYawToTargetAndUpdate( pev->origin + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
|
||
|
||
if ( FacingIdeal() )
|
||
{
|
||
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
||
}
|
||
break;
|
||
}
|
||
default:
|
||
{
|
||
CTalkMonster :: RunTask( pTask );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// PainSound
|
||
//=========================================================
|
||
void CMilitary :: PainSound ( void )
|
||
{
|
||
if ( gpGlobals->time > m_flNextPainTime )
|
||
{
|
||
switch ( RANDOM_LONG(0,6) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain3.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain4.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain5.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 3:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain1.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 4:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_pain2.wav", 1, ATTN_NORM );
|
||
break;
|
||
}
|
||
|
||
m_flNextPainTime = gpGlobals->time + 1;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// DeathSound
|
||
//=========================================================
|
||
void CMilitary :: DeathSound ( void )
|
||
{
|
||
switch ( RANDOM_LONG(0,2) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_die1.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_die2.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "military/mil_die3.wav", 1, ATTN_IDLE );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// AI Schedules Specific to this monster
|
||
//=========================================================
|
||
/*
|
||
extern Schedule_t slMilFail[];
|
||
extern Schedule_t slMilCombatFail[];
|
||
extern Schedule_t slMilVictoryDance[];
|
||
extern Schedule_t slMilEstablishLineOfFire[];
|
||
extern Schedule_t slMilFoundEnemy[];
|
||
extern Schedule_t slMilCombatFace[];
|
||
extern Schedule_t slMilSignalSuppress[];
|
||
extern Schedule_t slMilSuppress[];
|
||
extern Schedule_t slMilWaitInCover[];
|
||
extern Schedule_t slMilTakeCover[];
|
||
extern Schedule_t slMilGrenadeCover[];
|
||
extern Schedule_t slMilTossGrenadeCover[];
|
||
extern Schedule_t slMilTakeCoverFromBestSound[];
|
||
extern Schedule_t slMilHideReload[];
|
||
extern Schedule_t slMilSweep[];
|
||
extern Schedule_t slMilRangeAttack1A[];
|
||
extern Schedule_t slMilRangeAttack1B[];
|
||
extern Schedule_t slMilRangeAttack2[];
|
||
extern Schedule_t slMilRepel[];
|
||
extern Schedule_t slMilRepelAttack[];
|
||
extern Schedule_t slMilRepelLand[];*/
|
||
|
||
// ============================= base grunt schedules ================
|
||
|
||
Task_t tlMilFail[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_WAIT, (float)2 },
|
||
{ TASK_WAIT_PVS, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilFail[] =
|
||
{
|
||
{
|
||
tlMilFail,
|
||
ARRAYSIZE ( tlMilFail ),
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2 |
|
||
bits_COND_CAN_MELEE_ATTACK1 |
|
||
bits_COND_CAN_MELEE_ATTACK2,
|
||
0,
|
||
"Grunt Fail"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// Grunt Combat Fail
|
||
//=========================================================
|
||
Task_t tlMilCombatFail[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
||
{ TASK_WAIT_PVS, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilCombatFail[] =
|
||
{
|
||
{
|
||
tlMilCombatFail,
|
||
ARRAYSIZE ( tlMilCombatFail ),
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2,
|
||
0,
|
||
"Grunt Combat Fail"
|
||
},
|
||
};
|
||
//=========================================================
|
||
//Move back and fire
|
||
//=========================================================
|
||
Task_t tlMilWalkBackFire[] =
|
||
{
|
||
{TASK_FACE_ENEMY, 0 },
|
||
{TASK_SET_ACTIVITY, (float)ACT_WALKBACK_FIRE},
|
||
};
|
||
|
||
Schedule_t slMilWalkBackFire[]=
|
||
{
|
||
{
|
||
tlMilWalkBackFire,
|
||
ARRAYSIZE ( tlMilWalkBackFire ),
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2,
|
||
0,
|
||
"Walk backward and fire"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// MaSTeR: toggle flashlight
|
||
//=========================================================
|
||
Task_t tlMilToggleFlashlight[] =
|
||
{
|
||
{TASK_STOP_MOVING, 0 },
|
||
{TASK_PLAY_SEQUENCE, (float)ACT_FLASHLIGHT},
|
||
|
||
};
|
||
Schedule_t slMilToggleFlashlight[] =
|
||
{
|
||
{
|
||
tlMilToggleFlashlight,
|
||
ARRAYSIZE ( tlMilToggleFlashlight ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE,
|
||
0,
|
||
"Toggle Flashlight"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// MaSTeR: walk and fire
|
||
//=========================================================
|
||
Task_t tlInfFiringWalk [] =
|
||
{
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_FIRINGWALK },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
};
|
||
|
||
Schedule_t slInfFiringWalk[] =
|
||
{
|
||
{
|
||
tlInfFiringWalk,
|
||
ARRAYSIZE ( tlInfFiringWalk ),
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_CAN_MELEE_ATTACK1 |
|
||
bits_SOUND_DANGER,
|
||
0,
|
||
"Infected Soldier Walk and Fire"
|
||
},
|
||
};
|
||
//=========================================================
|
||
// Victory dance!
|
||
//=========================================================
|
||
Task_t tlMilVictoryDance[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_WAIT, (float)1.5 },
|
||
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
|
||
{ TASK_WALK_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||
};
|
||
|
||
Schedule_t slMilVictoryDance[] =
|
||
{
|
||
{
|
||
tlMilVictoryDance,
|
||
ARRAYSIZE ( tlMilVictoryDance ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE,
|
||
0,
|
||
"GruntVictoryDance"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// Establish line of fire - move to a position that allows
|
||
// the grunt to attack.
|
||
//=========================================================
|
||
Task_t tlMilEstablishLineOfFire[] =
|
||
{
|
||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MIL_ELOF_FAIL },
|
||
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||
{ TASK_MIL_SPEAK_SENTENCE,(float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilEstablishLineOfFire[] =
|
||
{
|
||
{
|
||
tlMilEstablishLineOfFire,
|
||
ARRAYSIZE ( tlMilEstablishLineOfFire ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_MELEE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2 |
|
||
bits_COND_CAN_MELEE_ATTACK2 |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"GruntEstablishLineOfFire"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// GruntFoundEnemy - grunt established sight with an enemy
|
||
// that was hiding from the squad.
|
||
//=========================================================
|
||
Task_t tlMilFoundEnemy[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
|
||
};
|
||
|
||
Schedule_t slMilFoundEnemy[] =
|
||
{
|
||
{
|
||
tlMilFoundEnemy,
|
||
ARRAYSIZE ( tlMilFoundEnemy ),
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"GruntFoundEnemy"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// GruntCombatFace Schedule
|
||
//=========================================================
|
||
Task_t tlMilCombatFace1[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_WAIT, (float)1.5 },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_MIL_SWEEP },
|
||
};
|
||
|
||
Schedule_t slMilCombatFace[] =
|
||
{
|
||
{
|
||
tlMilCombatFace1,
|
||
ARRAYSIZE ( tlMilCombatFace1 ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2,
|
||
0,
|
||
"Combat Face"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// Suppressing fire - don't stop shooting until the clip is
|
||
// empty or grunt gets hurt.
|
||
//=========================================================
|
||
Task_t tlMilSignalSuppress[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_FACE_IDEAL, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilSignalSuppress[] =
|
||
{
|
||
{
|
||
tlMilSignalSuppress,
|
||
ARRAYSIZE ( tlMilSignalSuppress ),
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_MIL_NOFIRE |
|
||
bits_COND_NO_AMMO_LOADED,
|
||
|
||
bits_SOUND_DANGER,
|
||
"SignalSuppress"
|
||
},
|
||
};
|
||
|
||
Task_t tlMilSuppress[] =
|
||
{
|
||
{ TASK_STOP_MOVING, 0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilSuppress[] =
|
||
{
|
||
{
|
||
tlMilSuppress,
|
||
ARRAYSIZE ( tlMilSuppress ),
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_MIL_NOFIRE |
|
||
bits_COND_NO_AMMO_LOADED,
|
||
|
||
bits_SOUND_DANGER,
|
||
"Suppress"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// grunt wait in cover - we don't allow danger or the ability
|
||
// to attack to break a grunt's run to cover schedule, but
|
||
// when a grunt is in cover, we do want them to attack if they can.
|
||
//=========================================================
|
||
Task_t tlMilWaitInCover[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
||
};
|
||
|
||
Schedule_t slMilWaitInCover[] =
|
||
{
|
||
{
|
||
tlMilWaitInCover,
|
||
ARRAYSIZE ( tlMilWaitInCover ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2 |
|
||
bits_COND_CAN_MELEE_ATTACK1 |
|
||
bits_COND_CAN_MELEE_ATTACK2,
|
||
|
||
bits_SOUND_DANGER,
|
||
"GruntWaitInCover"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// run to cover.
|
||
// !!!BUGBUG - set a decent fail schedule here.
|
||
//=========================================================
|
||
Task_t tlMilTakeCover1[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MIL_TAKECOVER_FAILED },
|
||
{ TASK_WAIT, (float)0.2 },
|
||
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
||
{ TASK_MIL_SPEAK_SENTENCE, (float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_MIL_WAIT_FACE_ENEMY },
|
||
};
|
||
|
||
Schedule_t slMilTakeCover[] =
|
||
{
|
||
{
|
||
tlMilTakeCover1,
|
||
ARRAYSIZE ( tlMilTakeCover1 ),
|
||
0,
|
||
0,
|
||
"TakeCover"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// drop grenade then run to cover.
|
||
//=========================================================
|
||
Task_t tlMilGrenadeCover1[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 },
|
||
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 },
|
||
{ TASK_CLEAR_MOVE_WAIT, (float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_MIL_WAIT_FACE_ENEMY },
|
||
};
|
||
|
||
Schedule_t slMilGrenadeCover[] =
|
||
{
|
||
{
|
||
tlMilGrenadeCover1,
|
||
ARRAYSIZE ( tlMilGrenadeCover1 ),
|
||
0,
|
||
0,
|
||
"GrenadeCover"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// drop grenade then run to cover.
|
||
//=========================================================
|
||
Task_t tlMilTossGrenadeCover1[] =
|
||
{
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_RANGE_ATTACK2, (float)0 },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
|
||
};
|
||
|
||
Schedule_t slMilTossGrenadeCover[] =
|
||
{
|
||
{
|
||
tlMilTossGrenadeCover1,
|
||
ARRAYSIZE ( tlMilTossGrenadeCover1 ),
|
||
0,
|
||
0,
|
||
"TossGrenadeCover"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// hide from the loudest sound source (to run from grenade)
|
||
//=========================================================
|
||
Task_t tlMilTakeCoverFromBestSound[] =
|
||
{
|
||
// Wargon: Теперь союзники не ищут укрытия от врагов. (1.1)
|
||
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
// Wargon: Теперь союзники не ищут укрытия от врагов. (1.1)
|
||
// { TASK_TURN_LEFT, (float)179 },
|
||
};
|
||
|
||
Schedule_t slMilTakeCoverFromBestSound[] =
|
||
{
|
||
{
|
||
tlMilTakeCoverFromBestSound,
|
||
ARRAYSIZE ( tlMilTakeCoverFromBestSound ),
|
||
0,
|
||
0,
|
||
"GruntTakeCoverFromBestSound"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// Grunt reload schedule
|
||
//=========================================================
|
||
Task_t tlMilHideReload[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD },
|
||
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
|
||
};
|
||
|
||
Schedule_t slMilHideReload[] =
|
||
{
|
||
{
|
||
tlMilHideReload,
|
||
ARRAYSIZE ( tlMilHideReload ),
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"GruntHideReload"
|
||
}
|
||
};
|
||
|
||
//=========================================================
|
||
// Do a turning sweep of the area
|
||
//=========================================================
|
||
Task_t tlMilSweep[] =
|
||
{
|
||
{ TASK_TURN_LEFT, (float)179 },
|
||
{ TASK_WAIT, (float)1 },
|
||
{ TASK_TURN_LEFT, (float)179 },
|
||
{ TASK_WAIT, (float)1 },
|
||
};
|
||
|
||
Schedule_t slMilSweep[] =
|
||
{
|
||
{
|
||
tlMilSweep,
|
||
ARRAYSIZE ( tlMilSweep ),
|
||
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_CAN_RANGE_ATTACK1 |
|
||
bits_COND_CAN_RANGE_ATTACK2 |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_WORLD |// sound flags
|
||
bits_SOUND_DANGER |
|
||
bits_SOUND_PLAYER,
|
||
|
||
"Grunt Sweep"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
||
// grunt's grenade toss requires the enemy be occluded.
|
||
//=========================================================
|
||
Task_t tlMilRangeAttack1A[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, buz
|
||
{ TASK_FACE_ENEMY, (float)0 }, // buz
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilRangeAttack1A[] =
|
||
{
|
||
{
|
||
tlMilRangeAttack1A,
|
||
ARRAYSIZE ( tlMilRangeAttack1A ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_ENEMY_OCCLUDED |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_MIL_NOFIRE |
|
||
bits_COND_NO_AMMO_LOADED,
|
||
|
||
bits_SOUND_DANGER,
|
||
"Range Attack1A"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
||
// grunt's grenade toss requires the enemy be occluded.
|
||
//=========================================================
|
||
Task_t tlMilRangeAttack1B[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, buz
|
||
{ TASK_FACE_ENEMY, (float)0 }, // buz
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_MIL_CHECK_FIRE, (float)0 },
|
||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilRangeAttack1B[] =
|
||
{
|
||
{
|
||
tlMilRangeAttack1B,
|
||
ARRAYSIZE ( tlMilRangeAttack1B ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_LIGHT_DAMAGE | // buz: interruptable by light damage
|
||
bits_COND_ENEMY_OCCLUDED |
|
||
bits_COND_NO_AMMO_LOADED |
|
||
bits_COND_MIL_NOFIRE |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"Range Attack1B"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
||
// grunt's grenade toss requires the enemy be occluded.
|
||
//=========================================================
|
||
Task_t tlMilRangeAttack2[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_MIL_FACE_TOSS_DIR, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_MIL_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
|
||
};
|
||
|
||
Schedule_t slMilRangeAttack2[] =
|
||
{
|
||
{
|
||
tlMilRangeAttack2,
|
||
ARRAYSIZE ( tlMilRangeAttack2 ),
|
||
0,
|
||
0,
|
||
"RangeAttack2"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// repel
|
||
//=========================================================
|
||
Task_t tlMilRepel[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FACE_IDEAL, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
|
||
};
|
||
|
||
Schedule_t slMilRepel[] =
|
||
{
|
||
{
|
||
tlMilRepel,
|
||
ARRAYSIZE ( tlMilRepel ),
|
||
bits_COND_SEE_ENEMY |
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER |
|
||
bits_SOUND_COMBAT |
|
||
bits_SOUND_PLAYER,
|
||
"Repel"
|
||
},
|
||
};
|
||
|
||
|
||
//=========================================================
|
||
// repel
|
||
//=========================================================
|
||
Task_t tlMilRepelAttack[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_FACE_ENEMY, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
|
||
};
|
||
|
||
Schedule_t slMilRepelAttack[] =
|
||
{
|
||
{
|
||
tlMilRepelAttack,
|
||
ARRAYSIZE ( tlMilRepelAttack ),
|
||
bits_COND_ENEMY_OCCLUDED,
|
||
0,
|
||
"Repel Attack"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// repel land
|
||
//=========================================================
|
||
Task_t tlMilRepelLand[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
|
||
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
|
||
{ TASK_RUN_PATH, (float)0 },
|
||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
{ TASK_CLEAR_LASTPOSITION, (float)0 },
|
||
};
|
||
|
||
Schedule_t slMilRepelLand[] =
|
||
{
|
||
{
|
||
tlMilRepelLand,
|
||
ARRAYSIZE ( tlMilRepelLand ),
|
||
bits_COND_SEE_ENEMY |
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER |
|
||
bits_SOUND_COMBAT |
|
||
bits_SOUND_PLAYER,
|
||
"Repel Land"
|
||
},
|
||
};
|
||
|
||
|
||
|
||
// ======================= end base grunt schedules =================
|
||
|
||
|
||
Task_t tlMilFollow[] =
|
||
{
|
||
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 256 of target ent (client)
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
|
||
};
|
||
|
||
Schedule_t slMilFollow[] =
|
||
{
|
||
{
|
||
tlMilFollow,
|
||
ARRAYSIZE ( tlMilFollow ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_PROVOKED,
|
||
bits_SOUND_DANGER,
|
||
"Follow"
|
||
},
|
||
};
|
||
|
||
Task_t tlMilFaceTarget[] =
|
||
{
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_FACE_TARGET, (float)0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
|
||
};
|
||
|
||
Schedule_t slMilFaceTarget[] =
|
||
{
|
||
{
|
||
tlMilFaceTarget,
|
||
ARRAYSIZE ( tlMilFaceTarget ),
|
||
bits_COND_CLIENT_PUSH |
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_HEAR_SOUND |
|
||
bits_COND_PROVOKED,
|
||
bits_SOUND_DANGER,
|
||
"FaceTarget"
|
||
},
|
||
};
|
||
|
||
//=========================================================
|
||
// buz: duck and wait couple seconds behind the barrel, crate, etc..
|
||
//=========================================================
|
||
Task_t tlMilDuckAndCoverWait[] =
|
||
{
|
||
{ TASK_STOP_MOVING, (float)0 },
|
||
{ TASK_MIL_SPEAK_SENTENCE, (float)0 },
|
||
{ TASK_SET_ACTIVITY, (float)ACT_TWITCH },
|
||
{ TASK_WAIT, (float)3 }, // randomize a bit?
|
||
};
|
||
|
||
Schedule_t slMilDuckAndCoverWait[] =
|
||
{
|
||
{
|
||
tlMilDuckAndCoverWait,
|
||
ARRAYSIZE ( tlMilDuckAndCoverWait ),
|
||
bits_COND_NEW_ENEMY |
|
||
bits_COND_ENEMY_DEAD |
|
||
// bits_COND_LIGHT_DAMAGE |
|
||
bits_COND_HEAVY_DAMAGE |
|
||
bits_COND_CROUCH_NOT_SAFE | // buz: terminate, if crouching is not safe more
|
||
bits_COND_HEAR_SOUND,
|
||
|
||
bits_SOUND_DANGER,
|
||
"DuckAndCover!"
|
||
},
|
||
};
|
||
|
||
DEFINE_CUSTOM_SCHEDULES( CMilitary )
|
||
{
|
||
slMilFail,
|
||
slMilCombatFail,
|
||
slMilVictoryDance,
|
||
slMilEstablishLineOfFire,
|
||
slMilFoundEnemy,
|
||
slMilCombatFace,
|
||
slMilSignalSuppress,
|
||
slMilSuppress,
|
||
slMilWaitInCover,
|
||
slMilTakeCover,
|
||
slMilGrenadeCover,
|
||
slMilTossGrenadeCover,
|
||
slMilTakeCoverFromBestSound,
|
||
slMilHideReload,
|
||
slMilSweep,
|
||
slMilRangeAttack1A,
|
||
slMilRangeAttack1B,
|
||
slMilRangeAttack2,
|
||
slMilRepel,
|
||
slMilRepelAttack,
|
||
slMilRepelLand,
|
||
slMilFollow,
|
||
slMilFaceTarget,
|
||
slMilDuckAndCoverWait,
|
||
slMilToggleFlashlight,
|
||
};
|
||
|
||
IMPLEMENT_CUSTOM_SCHEDULES( CMilitary, CTalkMonster );
|
||
|
||
//=========================================================
|
||
// SetActivity
|
||
//=========================================================
|
||
void CMilitary :: SetActivity ( Activity NewActivity )
|
||
{
|
||
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||
|
||
switch ( NewActivity)
|
||
{
|
||
case ACT_WALKBACK_FIRE:
|
||
iSequence = LookupSequence("walkback");
|
||
break;
|
||
case ACT_FIRINGWALK:
|
||
iSequence = LookupSequence("firingwalk");
|
||
break;
|
||
case ACT_DIESIMPLE:
|
||
iSequence = LookupSequence("die-simple");
|
||
break;
|
||
case ACT_RANGE_ATTACK1:
|
||
// grunt is either shooting standing or shooting crouched
|
||
if ( m_fStanding )
|
||
{
|
||
// get aimable sequence
|
||
// ALERT(at_console, "MIL STANDING\n");
|
||
iSequence = LookupSequence( "standing_mp5" );
|
||
}
|
||
else
|
||
{
|
||
// ALERT(at_console, "MIL CROUCHING\n");
|
||
// get crouching shoot
|
||
iSequence = LookupSequence( "crouching_mp5" );
|
||
}
|
||
|
||
break;
|
||
case ACT_RANGE_ATTACK2:
|
||
// get toss anim
|
||
iSequence = LookupSequence( "throwgrenade" );
|
||
|
||
break;
|
||
case ACT_RUN:
|
||
if ( pev->health <= MIL_LIMP_HEALTH )
|
||
{
|
||
// limp!
|
||
iSequence = LookupActivity ( ACT_RUN_HURT );
|
||
}
|
||
else
|
||
{
|
||
// buz: get combat movement animation in combat state
|
||
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
|
||
if (m_iUseAlertAnims)
|
||
{
|
||
iSequence = LookupSequence("combat_run_primary");
|
||
if (iSequence != -1)
|
||
break;
|
||
}
|
||
|
||
iSequence = LookupActivity ( NewActivity );
|
||
}
|
||
break;
|
||
case ACT_WALK:
|
||
if ( pev->health <= MIL_LIMP_HEALTH )
|
||
{
|
||
// limp!
|
||
iSequence = LookupActivity ( ACT_WALK_HURT );
|
||
}
|
||
else
|
||
{
|
||
// buz: get combat movement animation in combat state
|
||
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
|
||
if (m_iUseAlertAnims)
|
||
{
|
||
iSequence = LookupSequence("combat_walk_primary");
|
||
if (iSequence != -1)
|
||
break;
|
||
}
|
||
|
||
iSequence = LookupActivity ( NewActivity );
|
||
}
|
||
break;
|
||
case ACT_IDLE:
|
||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||
{
|
||
NewActivity = ACT_IDLE_ANGRY;
|
||
}
|
||
iSequence = LookupActivity ( NewActivity );
|
||
break;
|
||
default:
|
||
iSequence = LookupActivity ( NewActivity );
|
||
break;
|
||
}
|
||
|
||
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
|
||
|
||
// Set to the desired anim, or default anim if the desired is not present
|
||
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
|
||
{
|
||
if ( pev->sequence != iSequence || !m_fSequenceLoops )
|
||
{
|
||
pev->frame = 0;
|
||
}
|
||
|
||
pev->sequence = iSequence; // Set to the reset anim (if it's there)
|
||
ResetSequenceInfo( );
|
||
RecalculateYawSpeed();
|
||
}
|
||
else
|
||
{
|
||
// Not available try to get default anim
|
||
ALERT ( at_debug, "%s has no sequence for act:%s\n", STRING(pev->classname), GetNameForActivity( NewActivity ));
|
||
pev->sequence = 0; // Set to the reset anim (if it's there)
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Get Schedule!
|
||
//=========================================================
|
||
Schedule_t *CMilitary :: GetSchedule( void )
|
||
{
|
||
|
||
// clear old sentence
|
||
m_iSentence = MIL_SENT_NONE;
|
||
|
||
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
|
||
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
|
||
{
|
||
if (pev->flags & FL_ONGROUND)
|
||
{
|
||
// just landed
|
||
pev->movetype = MOVETYPE_STEP;
|
||
return GetScheduleOfType ( SCHED_MIL_REPEL_LAND );
|
||
}
|
||
else
|
||
{
|
||
// repel down a rope,
|
||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||
return GetScheduleOfType ( SCHED_MIL_REPEL_ATTACK );
|
||
else
|
||
return GetScheduleOfType ( SCHED_MIL_REPEL );
|
||
}
|
||
}
|
||
|
||
// grunts place HIGH priority on running away from danger sounds.
|
||
if ( HasConditions(bits_COND_HEAR_SOUND) )
|
||
{
|
||
CSound *pSound;
|
||
pSound = PBestSound();
|
||
|
||
ASSERT( pSound != NULL );
|
||
if ( pSound)
|
||
{
|
||
if (pSound->m_iType & bits_SOUND_DANGER)
|
||
{
|
||
// dangerous sound nearby!
|
||
|
||
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
|
||
// and the grunt should find cover from the blast
|
||
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
|
||
// It's not safe to play a verbal order here "Scatter", etc cause
|
||
// this may only affect a single individual in a squad.
|
||
|
||
// if (FOkToSpeak())
|
||
// {
|
||
SENTENCEG_PlayRndSz( ENT(pev), "VV_GREN", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||
}
|
||
/*
|
||
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) ))
|
||
{
|
||
SetIdealYawToTargetAndUpdate( pSound->m_vecOrigin );
|
||
}
|
||
*/
|
||
}
|
||
}
|
||
switch ( m_MonsterState )
|
||
{
|
||
case MONSTERSTATE_IDLE:
|
||
case MONSTERSTATE_ALERT:
|
||
if ( pFlashlight && pHeadController && FBitSet( pev->spawnflags, SF_TOGGLE_FLASHLIGHT ))
|
||
{
|
||
if (( pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_ON ) || ( !pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_OFF ))
|
||
{
|
||
return GetScheduleOfType(SCHED_MIL_FLASHLIGHT);
|
||
}
|
||
}
|
||
// buz: перезарядиться, если врага нет и магазин полупуст
|
||
if (m_cAmmoLoaded < m_cClipSize / 2)
|
||
{
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
}
|
||
|
||
if (!FStringNull(m_hRushEntity) && (gpGlobals->time > m_flRushNextTime) && (m_flRushNextTime != -1))
|
||
{
|
||
CBaseEntity *pRushEntity = UTIL_FindEntityByTargetname( NULL, STRING( m_hRushEntity ) );
|
||
if (pRushEntity)
|
||
{
|
||
CStartRush* pRush = (CStartRush*)pRushEntity;
|
||
m_hTargetEnt = pRush->GetDestinationEntity();
|
||
|
||
return GetScheduleOfType( SCHED_RUSH_TARGET );
|
||
}
|
||
else
|
||
// rush entity not found on this map.
|
||
// try again after next changelevel
|
||
m_flRushNextTime = -1;
|
||
}
|
||
|
||
// Behavior for following the player
|
||
if ( IsFollowing() )
|
||
{
|
||
if ( !m_hTargetEnt->IsAlive() )
|
||
{
|
||
// UNDONE: Comment about the recently dead player here?
|
||
StopFollowing( FALSE );
|
||
break;
|
||
}
|
||
|
||
// If I'm already close enough to my target
|
||
if ( TargetDistance() <= 128 )
|
||
{
|
||
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
||
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
||
}
|
||
|
||
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
||
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
||
|
||
// try to say something about smells
|
||
TrySmellTalk();
|
||
break;
|
||
|
||
case MONSTERSTATE_COMBAT:
|
||
{
|
||
// dead enemy
|
||
// Wargon: Кроме случаев, когда враг взят из данных игрока. (1.1)
|
||
if ( HasConditions( bits_COND_ENEMY_DEAD ) && !m_fEnemyFromPlayer )
|
||
{
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_KILL");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "VV_KILL", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
|
||
// call base class, all code to handle dead enemies is centralized there.
|
||
return CBaseMonster :: GetSchedule();
|
||
}
|
||
|
||
// new enemy
|
||
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
||
{
|
||
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
// {
|
||
if (m_hEnemy != NULL) // buz: rewritten
|
||
{
|
||
// american spy
|
||
if (m_hEnemy->Classify() == CLASS_HUMAN_MILITARY)
|
||
SENTENCEG_PlayRndSz( ENT(pev), "VV_AMER", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
|
||
// monster
|
||
else if ((m_hEnemy->Classify() == CLASS_ALIEN_MILITARY) ||
|
||
(m_hEnemy->Classify() == CLASS_ALIEN_MONSTER) ||
|
||
(m_hEnemy->Classify() == CLASS_ALIEN_PREY) ||
|
||
(m_hEnemy->Classify() == CLASS_ALIEN_PREDATOR))
|
||
SENTENCEG_PlayRndSz( ENT(pev), "VV_MONST", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
}
|
||
JustSpoke();
|
||
// }
|
||
|
||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MIL_SUPPRESS );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
// no ammo
|
||
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
|
||
{
|
||
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
else
|
||
return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
|
||
}
|
||
|
||
// damaged just a little
|
||
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
||
{
|
||
/* // if hurt:
|
||
// 90% chance of taking cover
|
||
// 10% chance of flinch.
|
||
int iPercent = RANDOM_LONG(0,99);
|
||
|
||
if ( iPercent <= 90 && m_hEnemy != NULL )
|
||
{
|
||
// only try to take cover if we actually have an enemy!
|
||
|
||
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
{
|
||
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
m_iSentence = MIL_SENT_COVER;
|
||
//JustSpoke();
|
||
}
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}*/
|
||
|
||
int iPercent;
|
||
|
||
// buz: 90% to duck and cover, if can
|
||
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) && m_hEnemy != NULL )
|
||
{
|
||
iPercent = RANDOM_LONG(0,99);
|
||
if (iPercent <= 90)
|
||
return GetScheduleOfType( SCHED_MIL_DUCK_COVER_WAIT ); // wait some time in cover
|
||
}
|
||
|
||
// buz: now 50% to try normal way of taking cover
|
||
iPercent = RANDOM_LONG(0,99);
|
||
if ( iPercent <= 50 && m_hEnemy != NULL )
|
||
{
|
||
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
// {
|
||
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
m_iSentence = MIL_SENT_COVER;
|
||
//JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}
|
||
}
|
||
// can kick
|
||
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
if( pHeadController && pHeadController->GetBackTrace() < 32.0f )
|
||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||
else
|
||
return GetScheduleOfType ( SCHED_MIL_WALKBACK_FIRE );
|
||
}
|
||
// can grenade launch
|
||
|
||
else if (( pev->weapons == MIL_GRENADES ) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ))
|
||
{
|
||
// shoot a grenade if you can
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
// can shoot
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
// can't see enemy
|
||
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
|
||
{
|
||
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
|
||
// if (FOkToSpeak())
|
||
// {
|
||
SENTENCEG_PlayRndSz( ENT(pev), "VV_THROW", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
|
||
//!!!KELLY - grunt cannot see the enemy and has just decided to
|
||
// charge the enemy's position.
|
||
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
// {
|
||
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
m_iSentence = MIL_SENT_CHARGE;
|
||
//JustSpoke();
|
||
// }
|
||
|
||
return GetScheduleOfType( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
}
|
||
|
||
// no special cases here, call the base class
|
||
return CTalkMonster :: GetSchedule();
|
||
}
|
||
|
||
|
||
extern Schedule_t slIdleStand[];
|
||
//=========================================================
|
||
//=========================================================
|
||
Schedule_t* CMilitary :: GetScheduleOfType ( int Type )
|
||
{
|
||
Schedule_t *psched;
|
||
|
||
switch ( Type )
|
||
{
|
||
case SCHED_TARGET_CHASE:
|
||
return slMilFollow;
|
||
|
||
case SCHED_TARGET_FACE:
|
||
psched = CTalkMonster::GetScheduleOfType(Type);
|
||
|
||
if (psched == slIdleStand)
|
||
return slMilFaceTarget; // override this for different target face behavior
|
||
else
|
||
return psched;
|
||
|
||
case SCHED_MIL_FLASHLIGHT:
|
||
{
|
||
return &slMilToggleFlashlight[ 0 ];
|
||
}
|
||
break;
|
||
|
||
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
{
|
||
// if ( RANDOM_LONG(0,1) ) - buz - this is bad trick for player allied monsters..
|
||
// {
|
||
// return &slMilGrenadeCover[ 0 ];
|
||
// }
|
||
// else
|
||
// {
|
||
// Wargon: Теперь союзники не ищут укрытия от врагов. (1.1)
|
||
// return &slMilTakeCover[ 0 ];
|
||
// }
|
||
}
|
||
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||
{
|
||
return &slMilTakeCoverFromBestSound[ 0 ];
|
||
}
|
||
case SCHED_MIL_DUCK_COVER_WAIT: // buz
|
||
{
|
||
return &slMilDuckAndCoverWait[ 0 ];
|
||
}
|
||
case SCHED_MIL_TAKECOVER_FAILED:
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
|
||
return GetScheduleOfType ( SCHED_FAIL );
|
||
}
|
||
break;
|
||
case SCHED_MIL_ELOF_FAIL:
|
||
{
|
||
// human grunt is unable to move to a position that allows him to attack the enemy.
|
||
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
break;
|
||
case SCHED_MIL_ESTABLISH_LINE_OF_FIRE:
|
||
{
|
||
return &slMilEstablishLineOfFire[ 0 ];
|
||
}
|
||
break;
|
||
case SCHED_RANGE_ATTACK1:
|
||
{
|
||
// randomly stand or crouch
|
||
// if (RANDOM_LONG(0,9) == 0)
|
||
// m_fStanding = RANDOM_LONG(0,1);
|
||
|
||
/* m_fStanding = RANDOM_LONG(0,1); // buz
|
||
|
||
if (m_fStanding)
|
||
return &slMilRangeAttack1B[ 0 ];
|
||
else
|
||
return &slMilRangeAttack1A[ 0 ];*/
|
||
|
||
|
||
// buz: use CheckRangedAttack1's recommendations
|
||
switch (m_iLastFireCheckResult)
|
||
{
|
||
case 0: // fire any
|
||
default:
|
||
if (RANDOM_LONG(0,5) == 0)
|
||
m_fStanding = RANDOM_LONG(0,1);
|
||
break;
|
||
case 1: // only crouched
|
||
// ALERT(at_console, "MIL SET CROUCHING\n");
|
||
m_fStanding = FALSE;
|
||
break;
|
||
case 2: // only standing
|
||
// ALERT(at_console, "MIL SET STANDING\n");
|
||
m_fStanding = TRUE;
|
||
break;
|
||
}
|
||
|
||
// buz: 1B is interruptable - use it if grunt can fast take cover when hit
|
||
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) )
|
||
return &slMilRangeAttack1B[ 0 ];
|
||
else
|
||
return &slMilRangeAttack1A[ 0 ];
|
||
}
|
||
case SCHED_RANGE_ATTACK2:
|
||
{
|
||
return &slMilRangeAttack2[ 0 ];
|
||
}
|
||
case SCHED_COMBAT_FACE:
|
||
{
|
||
return &slMilCombatFace[ 0 ];
|
||
}
|
||
case SCHED_MIL_WAIT_FACE_ENEMY:
|
||
{
|
||
return &slMilWaitInCover[ 0 ];
|
||
}
|
||
case SCHED_MIL_WALKBACK_FIRE:
|
||
{
|
||
return &slMilWalkBackFire[ 0 ];
|
||
}
|
||
case SCHED_MIL_SWEEP:
|
||
{
|
||
return &slMilSweep[ 0 ];
|
||
}
|
||
case SCHED_MIL_COVER_AND_RELOAD:
|
||
{
|
||
return &slMilHideReload[ 0 ];
|
||
}
|
||
case SCHED_MIL_FOUND_ENEMY:
|
||
{
|
||
return &slMilFoundEnemy[ 0 ];
|
||
}
|
||
case SCHED_VICTORY_DANCE:
|
||
{
|
||
// buz
|
||
if (RANDOM_LONG(0,4) == 0)
|
||
return &slMilVictoryDance[ 0 ];
|
||
else
|
||
return &slMilFail[ 0 ];
|
||
}
|
||
case SCHED_MIL_SUPPRESS:
|
||
{
|
||
// buz: use CheckRangedAttack1's recommendations
|
||
switch (m_iLastFireCheckResult)
|
||
{
|
||
case 0: // fire any
|
||
default:
|
||
if (RANDOM_LONG(0,5) == 0)
|
||
m_fStanding = RANDOM_LONG(0,1);
|
||
break;
|
||
case 1: // only crouched
|
||
// ALERT(at_console, "MIL SET CROUCHING\n");
|
||
m_fStanding = FALSE;
|
||
break;
|
||
case 2: // only standing
|
||
// ALERT(at_console, "MIL SET STANDING\n");
|
||
m_fStanding = TRUE;
|
||
break;
|
||
}
|
||
|
||
return &slMilSuppress[ 0 ];
|
||
}
|
||
case SCHED_FAIL:
|
||
{
|
||
if ( m_hEnemy != NULL )
|
||
{
|
||
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
|
||
return &slMilCombatFail[ 0 ];
|
||
}
|
||
|
||
return &slMilFail[ 0 ];
|
||
}
|
||
case SCHED_MIL_REPEL:
|
||
{
|
||
if (pev->velocity.z > -128)
|
||
pev->velocity.z -= 32;
|
||
return &slMilRepel[ 0 ];
|
||
}
|
||
case SCHED_MIL_REPEL_ATTACK:
|
||
{
|
||
if (pev->velocity.z > -128)
|
||
pev->velocity.z -= 32;
|
||
return &slMilRepelAttack[ 0 ];
|
||
}
|
||
case SCHED_MIL_REPEL_LAND:
|
||
{
|
||
return &slMilRepelLand[ 0 ];
|
||
}
|
||
default:
|
||
{
|
||
return CTalkMonster :: GetScheduleOfType ( Type );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// CHGruntRepel - when triggered, spawns a monster_human_grunt
|
||
// repelling down a line.
|
||
//=========================================================
|
||
|
||
class CMilitaryRepel : public CBaseMonster
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
int m_iSpriteTexture; // Don't save, precache
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_military_repel, CMilitaryRepel );
|
||
|
||
void CMilitaryRepel::Spawn( void )
|
||
{
|
||
Precache( );
|
||
pev->solid = SOLID_NOT;
|
||
|
||
SetUse(&CMilitaryRepel:: RepelUse );
|
||
}
|
||
|
||
void CMilitaryRepel::Precache( void )
|
||
{
|
||
UTIL_PrecacheOther( "monster_human_military" );
|
||
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
|
||
}
|
||
|
||
void CMilitaryRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
TraceResult tr;
|
||
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
|
||
/*
|
||
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
|
||
return NULL;
|
||
*/
|
||
|
||
CBaseEntity *pEntity = Create( "monster_human_military", pev->origin, pev->angles );
|
||
CBaseMonster *pGrunt = pEntity->MyMonsterPointer( );
|
||
pGrunt->pev->movetype = MOVETYPE_FLY;
|
||
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
|
||
pGrunt->SetActivity( ACT_GLIDE );
|
||
// UNDONE: position?
|
||
pGrunt->m_vecLastPosition = tr.vecEndPos;
|
||
|
||
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
|
||
pBeam->PointEntInit( pev->origin + Vector(0,0,112), pGrunt->entindex() );
|
||
pBeam->SetFlags( BEAM_FSOLID );
|
||
pBeam->SetColor( 255, 255, 255 );
|
||
pBeam->SetThink(&CBeam:: SUB_Remove );
|
||
pBeam->SetNextThink( -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5 );
|
||
|
||
UTIL_Remove( this );
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// DEAD HGRUNT PROP
|
||
//=========================================================
|
||
class CDeadMilitary : public CBaseMonster
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
|
||
|
||
void KeyValue( KeyValueData *pkvd );
|
||
float MaxYawSpeed( void ) { return 8.0f; }
|
||
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||
static char *m_szPoses[3];
|
||
};
|
||
|
||
char *CDeadMilitary::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
|
||
|
||
void CDeadMilitary::KeyValue( KeyValueData *pkvd )
|
||
{
|
||
if (FStrEq(pkvd->szKeyName, "pose"))
|
||
{
|
||
m_iPose = atoi(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else
|
||
CBaseMonster::KeyValue( pkvd );
|
||
}
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_military_dead, CDeadMilitary );
|
||
|
||
//=========================================================
|
||
// ********** DeadHGrunt SPAWN **********
|
||
//=========================================================
|
||
void CDeadMilitary :: Spawn( void )
|
||
{
|
||
int oldBody;
|
||
|
||
PRECACHE_MODEL("models/soldier.mdl");
|
||
SET_MODEL(ENT(pev), "models/soldier.mdl");
|
||
|
||
pev->sequence = 0;
|
||
m_bloodColor = BLOOD_COLOR_RED;
|
||
|
||
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
||
|
||
if (pev->sequence == -1)
|
||
{
|
||
ALERT ( at_debug, "Dead hgrunt with bad pose\n" );
|
||
}
|
||
|
||
// Corpses have less health
|
||
pev->health = 20;
|
||
|
||
oldBody = pev->body;
|
||
pev->body = 0;
|
||
|
||
MonsterInitDead();
|
||
}
|
||
|
||
|
||
|
||
#define SPETSNAZ_HEAD_GROUP 1
|
||
#define SPETSNAZ_GUN_GROUP 2
|
||
#define SPETSNAZ_HEAD_SHIELD 2
|
||
|
||
#define SPETSNAZ_WEAPON_AKS 0
|
||
#define SPETSNAZ_WEAPON_ASVAL 1
|
||
#define SPETSNAZ_WEAPON_GROZA 2
|
||
#define SPETSNAZ_WEAPON_EMPTY 3
|
||
|
||
#define SF_SPETSNAZ_RADIO 8
|
||
|
||
/***************************************
|
||
Spetsnaz class
|
||
***************************************/
|
||
|
||
class CSpetsnaz : public CMilitary
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
BOOL CheckRangeAttack2 ( float flDot, float flDist );
|
||
void DeathSound( void );
|
||
void PainSound( void );
|
||
void Shoot ( void );
|
||
BOOL CheckRangeAttack1 ( float flDot, float flDist );
|
||
void RunAI ( void ); // only to check radio sound
|
||
void BlockedByPlayer ( CBasePlayer *pBlocker );
|
||
void TalkAboutDeadFriend( CTalkMonster *pfriend );
|
||
|
||
void TalkInit(); // buz
|
||
void SpeakSentence( void );
|
||
|
||
void KeyValue( KeyValueData *pkvd );
|
||
int Save( CSave &save );
|
||
int Restore( CRestore &restore );
|
||
static TYPEDESCRIPTION m_SaveData[];
|
||
|
||
Schedule_t *GetSchedule( void );
|
||
Schedule_t *GetScheduleOfType(int Type);
|
||
// имеет шлем
|
||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||
// другие сентенсы
|
||
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||
void GibMonster( void );
|
||
|
||
int m_iHasHeadShield; // ignores headshots
|
||
int m_iHasGrenades;
|
||
float m_fNextRadioNoise; // 0 - no noise
|
||
static const char *pSpetsnazSentences[];
|
||
|
||
// Wargon: При смерти спецназовца имитируется действие энтити player_loadsaved. (1.1)
|
||
void RunTask( Task_t *pTask );
|
||
void EXPORT MonsterDeadThink( void );
|
||
};
|
||
|
||
const char *CSpetsnaz::pSpetsnazSentences[] =
|
||
{
|
||
"AL_GREN", // grenade scared grunt
|
||
"AL_ALERT", // sees player
|
||
"AL_MONSTER", // sees monster
|
||
"AL_COVER", // running to cover
|
||
"AL_THROW", // about to throw grenade
|
||
"AL_CHARGE", // running out to get the enemy
|
||
"AL_TAUNT", // say rude things
|
||
};
|
||
|
||
enum
|
||
{
|
||
AL_SENT_NONE = -1,
|
||
AL_SENT_GREN = 0,
|
||
AL_SENT_ALERT,
|
||
AL_SENT_MONSTER,
|
||
AL_SENT_COVER,
|
||
AL_SENT_THROW,
|
||
AL_SENT_CHARGE,
|
||
AL_SENT_TAUNT,
|
||
} AL_SENTENCE_TYPES;
|
||
|
||
TYPEDESCRIPTION CSpetsnaz::m_SaveData[] =
|
||
{
|
||
DEFINE_FIELD( CSpetsnaz, m_iHasHeadShield, FIELD_INTEGER),
|
||
DEFINE_FIELD( CSpetsnaz, m_iHasGrenades, FIELD_INTEGER),
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_human_alpha, CSpetsnaz );
|
||
IMPLEMENT_SAVERESTORE(CSpetsnaz,CMilitary);
|
||
|
||
|
||
void CSpetsnaz :: KeyValue( KeyValueData *pkvd )
|
||
{
|
||
if (FStrEq(pkvd->szKeyName, "m_iHasGrenades"))
|
||
{
|
||
m_iHasGrenades = atoi(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else
|
||
CMilitary::KeyValue( pkvd );
|
||
}
|
||
|
||
void CSpetsnaz :: BlockedByPlayer ( CBasePlayer *pBlocker )
|
||
{
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_BLOCKED");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "AL_BLOCKED", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
}
|
||
|
||
void CSpetsnaz :: TalkAboutDeadFriend( CTalkMonster *pfriend )
|
||
{
|
||
if (FClassnameIs(pfriend->pev, "monster_human_alpha") ||
|
||
FClassnameIs(pfriend->pev, "monster_alpha_pistol"))
|
||
{
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_TMDOWN");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "AL_TMDOWN", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Spawn
|
||
//=========================================================
|
||
void CSpetsnaz :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/soldier_alpha.mdl");
|
||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
||
pev->solid = SOLID_SLIDEBOX;
|
||
pev->movetype = MOVETYPE_STEP;
|
||
m_bloodColor = BLOOD_COLOR_RED;
|
||
// Wargon: Хелсы спецназовцев, заданные в параметрах энтити, игнорируются. (1.1)
|
||
// if (pev->health == 0)
|
||
pev->health = gSkillData.alphaHealth;
|
||
m_flFieldOfView = VIEW_FIELD_FULL;//0.2;
|
||
m_MonsterState = MONSTERSTATE_NONE;
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
||
m_flNextPainTime = gpGlobals->time;
|
||
m_iSentence = MIL_SENT_NONE;
|
||
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
// buz: pev->body is head number
|
||
int head = pev->body;
|
||
pev->body = 0;
|
||
SetBodygroup( SPETSNAZ_HEAD_GROUP, head );
|
||
m_iHasHeadShield = (head == SPETSNAZ_HEAD_SHIELD) ? 1 : 0;
|
||
m_iNoGasDamage = 0;
|
||
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
default:
|
||
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_AKS );
|
||
// ALERT(at_console, "********* AKS\n");
|
||
m_cClipSize = 36;
|
||
break;
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_GROZA );
|
||
// ALERT(at_console, "********* GROZA\n");
|
||
m_cClipSize = 36;
|
||
break;
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_ASVAL );
|
||
// ALERT(at_console, "********* ASVAL\n");
|
||
m_cClipSize = 24;
|
||
break;
|
||
}
|
||
|
||
//MaSTeR: Flashlight and head controller
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
// ALERT(at_console, "** spec start ammo %d\n", m_cAmmoLoaded);
|
||
MonsterInit();
|
||
InitFlashlight();
|
||
InitHeadController();
|
||
SetUse(&CSpetsnaz :: FollowerUse );
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CSpetsnaz :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/soldier_alpha.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
PRECACHE_SOUND ("weapons/aks_fire1.wav");
|
||
PRECACHE_SOUND ("weapons/aks_fire2.wav");
|
||
PRECACHE_SOUND ("weapons/aks_fire3.wav");
|
||
m_iBrassShell = PRECACHE_MODEL ("models/aks_shell.mdl");
|
||
break;
|
||
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
PRECACHE_SOUND ("weapons/groza_fire1.wav");
|
||
PRECACHE_SOUND ("weapons/groza_fire2.wav");
|
||
PRECACHE_SOUND ("weapons/groza_fire3.wav");
|
||
m_iBrassShell = PRECACHE_MODEL ("models/groza_shell.mdl");
|
||
break;
|
||
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
PRECACHE_SOUND ("weapons/val_fire1.wav");
|
||
PRECACHE_SOUND ("weapons/val_fire2.wav");
|
||
PRECACHE_SOUND ("weapons/val_fire3.wav");
|
||
m_iBrassShell = PRECACHE_MODEL ("models/val_shell.mdl");
|
||
break;
|
||
}
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_die1.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_die2.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_pain1.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain2.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain3.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain4.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_reload.wav" );
|
||
|
||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
||
// get voice pitch
|
||
if (RANDOM_LONG(0,1))
|
||
m_voicePitch = 109 + RANDOM_LONG(0,7);
|
||
else
|
||
m_voicePitch = 100;
|
||
|
||
if (pev->spawnflags & SF_SPETSNAZ_RADIO)
|
||
{
|
||
m_fNextRadioNoise = gpGlobals->time + RANDOM_FLOAT( 20, 60 );
|
||
}
|
||
|
||
TalkInit();
|
||
CTalkMonster::Precache();
|
||
}
|
||
|
||
|
||
// talk init
|
||
void CSpetsnaz :: TalkInit()
|
||
{
|
||
CTalkMonster::TalkInit();
|
||
|
||
if (!m_iszSpeakAs)
|
||
{
|
||
m_szGrp[TLK_ANSWER] = "AL_ANSWER";
|
||
m_szGrp[TLK_QUESTION] = "AL_QUESTION";
|
||
m_szGrp[TLK_IDLE] = "AL_IDLE";
|
||
m_szGrp[TLK_STARE] = "AL_STARE";
|
||
if (pev->spawnflags & SF_MONSTER_PREDISASTER) //LRC
|
||
m_szGrp[TLK_USE] = "AL_PFOLLOW";
|
||
else
|
||
m_szGrp[TLK_USE] = "AL_OK";
|
||
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
||
m_szGrp[TLK_UNUSE] = "AL_PWAIT";
|
||
else
|
||
m_szGrp[TLK_UNUSE] = "AL_WAIT";
|
||
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
||
m_szGrp[TLK_DECLINE] = "AL_POK";
|
||
else
|
||
m_szGrp[TLK_DECLINE] = "AL_NOTOK";
|
||
m_szGrp[TLK_STOP] = "AL_STOP";
|
||
|
||
m_szGrp[TLK_NOSHOOT] = "AL_SCARED";
|
||
m_szGrp[TLK_HELLO] = "AL_HELLO";
|
||
|
||
m_szGrp[TLK_PLHURT1] = "!AL_CUREA";
|
||
m_szGrp[TLK_PLHURT2] = "!AL_CUREB";
|
||
m_szGrp[TLK_PLHURT3] = "!AL_CUREC";
|
||
|
||
m_szGrp[TLK_PHELLO] = NULL;
|
||
m_szGrp[TLK_PIDLE] = NULL;
|
||
m_szGrp[TLK_PQUESTION] = "AL_PQUEST";
|
||
|
||
m_szGrp[TLK_SMELL] = "AL_SMELL";
|
||
|
||
m_szGrp[TLK_WOUND] = "AL_WOUND";
|
||
m_szGrp[TLK_MORTAL] = "AL_MORTAL";
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// PainSound
|
||
//=========================================================
|
||
void CSpetsnaz :: PainSound ( void )
|
||
{
|
||
if ( gpGlobals->time > m_flNextPainTime )
|
||
{
|
||
switch ( RANDOM_LONG(0,6) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain3.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain4.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain5.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 3:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain1.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 4:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_pain2.wav", 1, ATTN_NORM );
|
||
break;
|
||
}
|
||
|
||
m_flNextPainTime = gpGlobals->time + 1;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// DeathSound
|
||
//=========================================================
|
||
void CSpetsnaz :: DeathSound ( void )
|
||
{
|
||
switch ( RANDOM_LONG(0,2) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_die1.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_die2.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "alpha/alpha_die3.wav", 1, ATTN_IDLE );
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CSpetsnaz :: Shoot ( void )
|
||
{
|
||
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
|
||
// {
|
||
// return;
|
||
// }
|
||
|
||
UTIL_MakeVectors ( pev->angles );
|
||
Vector vecShootOrigin = GetGunPosition();
|
||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
break;
|
||
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
break;
|
||
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
break;
|
||
}
|
||
|
||
Vector vecBrassPos, vecBrassDir;
|
||
GetAttachment(3, vecBrassPos, vecBrassDir);
|
||
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
||
EjectBrass ( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
||
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgAK );
|
||
break;
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgGroza );
|
||
break;
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmgAsval );
|
||
break;
|
||
default:
|
||
ALERT(at_error, "ERROR: trying to fire without a gun!\n");
|
||
}
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
// ALERT(at_console, "spcnazz ammo has %d\n", m_cAmmoLoaded);
|
||
}
|
||
else
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// TraceAttack - make sure we're not taking it in the helmet
|
||
//=========================================================
|
||
void CSpetsnaz :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
{
|
||
// ALERT(at_console, "specnaz hitgr: %d\n", ptr->iHitgroup);
|
||
// check for helmet shot
|
||
if ((ptr->iHitgroup == 8) || (ptr->iHitgroup == 1))
|
||
{
|
||
// make sure we're wearing one
|
||
if (m_iHasHeadShield && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
|
||
{
|
||
// absorb damage
|
||
flDamage -= 40;
|
||
if (flDamage <= 0)
|
||
{
|
||
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
||
flDamage = 0.01;
|
||
}
|
||
}
|
||
// it's head shot anyways
|
||
ptr->iHitgroup = HITGROUP_HEAD;
|
||
}
|
||
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||
}
|
||
|
||
int CSpetsnaz :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||
{
|
||
Forget( bits_MEMORY_INCOVER );
|
||
|
||
// Wargon: Союзники не должны восставать против игрока. И исключена возможность гибания спецназовцев - этого требует автозагрузка при смерти. (1.1)
|
||
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType | DMG_NEVERGIB);
|
||
|
||
/* // make sure friends talk about it if player hurts talkmonsters...
|
||
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
|
||
return ret;
|
||
|
||
// LRC - if my reaction to the player has been overridden, don't do this stuff
|
||
if (m_iPlayerReact) return ret;
|
||
|
||
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
|
||
{
|
||
// This is a heurstic to determine if the player intended to harm me
|
||
// If I have an enemy, we can't establish intent (may just be crossfire)
|
||
if ( m_hEnemy == NULL )
|
||
{
|
||
// If the player was facing directly at me, or I'm already suspicious, get mad
|
||
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) )
|
||
{
|
||
// Alright, now I'm pissed!
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_MAD");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "AL_MAD", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
|
||
Remember( bits_MEMORY_PROVOKED );
|
||
StopFollowing( TRUE );
|
||
}
|
||
else
|
||
{
|
||
// Hey, be careful with that
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_SHOT");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "AL_SHOT", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
Remember( bits_MEMORY_SUSPICIOUS );
|
||
}
|
||
}
|
||
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
|
||
{
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_SHOT");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "AL_SHOT", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
}
|
||
}
|
||
return ret; */
|
||
}
|
||
|
||
|
||
|
||
//=========================================================
|
||
// CheckRangeAttack2 - this checks the Grunt's grenade
|
||
// attack.
|
||
//=========================================================
|
||
BOOL CSpetsnaz :: CheckRangeAttack2 ( float flDot, float flDist )
|
||
{
|
||
if (!m_iHasGrenades)
|
||
return FALSE;
|
||
|
||
// if the grunt isn't moving, it's ok to check.
|
||
if ( m_flGroundSpeed != 0 )
|
||
{
|
||
m_fThrowGrenade = FALSE;
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
// assume things haven't changed too much since last time
|
||
if (gpGlobals->time < m_flNextGrenadeCheck )
|
||
{
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && (m_hEnemy->pev->waterlevel == 0 || m_hEnemy->pev->watertype==CONTENTS_FOG) && m_vecEnemyLKP.z > pev->absmax.z )
|
||
{
|
||
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
|
||
// be grenaded.
|
||
// don't throw grenades at anything that isn't on the ground!
|
||
m_fThrowGrenade = FALSE;
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
Vector vecTarget;
|
||
|
||
// find feet
|
||
if (RANDOM_LONG(0,1))
|
||
{
|
||
// magically know where they are
|
||
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
|
||
}
|
||
else
|
||
{
|
||
// toss it to where you last saw them
|
||
vecTarget = m_vecEnemyLKP;
|
||
}
|
||
|
||
// buz: check for allies in target area:
|
||
CBaseEntity *pTarget = NULL;
|
||
while ((pTarget = UTIL_FindEntityInSphere( pTarget, vecTarget, 256 )) != NULL)
|
||
{
|
||
if (FClassnameIs( pTarget->pev, "monster_human_alpha") || FClassnameIs( pTarget->pev, "player"))
|
||
{
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
m_fThrowGrenade = FALSE;
|
||
}
|
||
}
|
||
|
||
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
|
||
{
|
||
// crap, I don't want to blow myself up
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
m_fThrowGrenade = FALSE;
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 );
|
||
|
||
if ( vecToss != g_vecZero )
|
||
{
|
||
m_vecTossVelocity = vecToss;
|
||
|
||
// throw a hand grenade
|
||
m_fThrowGrenade = TRUE;
|
||
// don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
|
||
}
|
||
else
|
||
{
|
||
// don't throw
|
||
m_fThrowGrenade = FALSE;
|
||
// don't check again for a while.
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
}
|
||
|
||
return m_fThrowGrenade;
|
||
}
|
||
|
||
|
||
|
||
void CSpetsnaz :: GibMonster ( void )
|
||
{
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
|
||
if (GetBodygroup(SPETSNAZ_GUN_GROUP) != SPETSNAZ_WEAPON_EMPTY && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
|
||
{
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
||
CBaseEntity *pGun = NULL;
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
pGun = DropItem( "weapon_aks", vecGunPos, vecGunAngles );
|
||
break;
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
pGun = DropItem( "weapon_groza", vecGunPos, vecGunAngles );
|
||
break;
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
pGun = DropItem( "weapon_val", vecGunPos, vecGunAngles );
|
||
break;
|
||
}
|
||
|
||
if ( pGun )
|
||
{
|
||
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
|
||
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
|
||
}
|
||
|
||
if (m_iHasGrenades)
|
||
{
|
||
pGun = DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
|
||
if ( pGun )
|
||
{
|
||
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
|
||
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
|
||
}
|
||
}
|
||
}
|
||
CBaseMonster :: GibMonster();
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CSpetsnaz :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case MIL_AE_DROP_GUN:
|
||
{
|
||
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
|
||
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
// switch to body group with no gun.
|
||
SetBodygroup( SPETSNAZ_GUN_GROUP, SPETSNAZ_WEAPON_EMPTY );
|
||
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
DropItem( "weapon_aks", vecGunPos, vecGunAngles );
|
||
break;
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
DropItem( "weapon_groza", vecGunPos, vecGunAngles );
|
||
break;
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
DropItem( "weapon_val", vecGunPos, vecGunAngles );
|
||
break;
|
||
}
|
||
|
||
if (m_iHasGrenades)
|
||
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
|
||
|
||
break;
|
||
}
|
||
|
||
case MIL_AE_RELOAD:
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "alpha/alpha_reload.wav", 1, ATTN_NORM );
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
pev->health = gSkillData.alphaHealth; // Wargon: Пополнение хелсов при перезарядке. (1.1)
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
case MIL_AE_BURST1:
|
||
{
|
||
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
||
// buz: sound moved to Shoot
|
||
// ALERT(at_console, "*-------- spec burst 1\n");
|
||
Shoot();
|
||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
}
|
||
break;
|
||
|
||
case MIL_AE_CAUGHT_ENEMY:
|
||
{
|
||
// if ( FOkToSpeak() )
|
||
// {
|
||
SENTENCEG_PlayRndSz(ENT(pev), "AL_ALERT", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
}
|
||
|
||
default:
|
||
CMilitary::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
//=========================================================
|
||
// Get Schedule!
|
||
//=========================================================
|
||
Schedule_t *CSpetsnaz :: GetSchedule( void )
|
||
{
|
||
|
||
// clear old sentence
|
||
m_iSentence = MIL_SENT_NONE;
|
||
|
||
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
|
||
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
|
||
{
|
||
if (pev->flags & FL_ONGROUND)
|
||
{
|
||
// just landed
|
||
pev->movetype = MOVETYPE_STEP;
|
||
return GetScheduleOfType ( SCHED_MIL_REPEL_LAND );
|
||
}
|
||
else
|
||
{
|
||
// repel down a rope,
|
||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||
return GetScheduleOfType ( SCHED_MIL_REPEL_ATTACK );
|
||
else
|
||
return GetScheduleOfType ( SCHED_MIL_REPEL );
|
||
}
|
||
}
|
||
|
||
// grunts place HIGH priority on running away from danger sounds.
|
||
if ( HasConditions(bits_COND_HEAR_SOUND) )
|
||
{
|
||
CSound *pSound;
|
||
pSound = PBestSound();
|
||
|
||
ASSERT( pSound != NULL );
|
||
if ( pSound)
|
||
{
|
||
if (pSound->m_iType & bits_SOUND_DANGER)
|
||
{
|
||
// dangerous sound nearby!
|
||
|
||
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
|
||
// and the grunt should find cover from the blast
|
||
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
|
||
// It's not safe to play a verbal order here "Scatter", etc cause
|
||
// this may only affect a single individual in a squad.
|
||
|
||
// if (FOkToSpeak())
|
||
// {
|
||
SENTENCEG_PlayRndSz( ENT(pev), "AL_GREN", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||
}
|
||
/*
|
||
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) ))
|
||
{
|
||
SetIdealYawToTargetAndUpdate( pSound->m_vecOrigin );
|
||
}
|
||
*/
|
||
}
|
||
}
|
||
switch ( m_MonsterState )
|
||
{
|
||
case MONSTERSTATE_IDLE:
|
||
case MONSTERSTATE_ALERT:
|
||
if ( pFlashlight && pHeadController && FBitSet( pev->spawnflags, SF_TOGGLE_FLASHLIGHT ))
|
||
{
|
||
if (( pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_ON ) || ( !pHeadController->ShouldUseLights() && pFlashlight->GetState() != STATE_OFF ))
|
||
{
|
||
return GetScheduleOfType(SCHED_MIL_FLASHLIGHT);
|
||
}
|
||
}
|
||
// buz: перезарядиться, если врага нет и магазин полупуст
|
||
if (m_cAmmoLoaded < m_cClipSize / 2)
|
||
{
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
}
|
||
|
||
if (!FStringNull(m_hRushEntity) && (gpGlobals->time > m_flRushNextTime) && (m_flRushNextTime != -1))
|
||
{
|
||
CBaseEntity *pRushEntity = UTIL_FindEntityByTargetname( NULL, STRING( m_hRushEntity ) );
|
||
if (pRushEntity)
|
||
{
|
||
CStartRush* pRush = (CStartRush*)pRushEntity;
|
||
m_hTargetEnt = pRush->GetDestinationEntity();
|
||
|
||
return GetScheduleOfType( SCHED_RUSH_TARGET );
|
||
}
|
||
else
|
||
// rush entity not found on this map.
|
||
// try again after next changelevel
|
||
m_flRushNextTime = -1;
|
||
}
|
||
|
||
// Behavior for following the player
|
||
if ( IsFollowing() )
|
||
{
|
||
if ( !m_hTargetEnt->IsAlive() )
|
||
{
|
||
// UNDONE: Comment about the recently dead player here?
|
||
StopFollowing( FALSE );
|
||
break;
|
||
}
|
||
|
||
// If I'm already close enough to my target
|
||
if ( TargetDistance() <= 128 )
|
||
{
|
||
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
||
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
||
}
|
||
|
||
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
||
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
||
|
||
// try to say something about smells
|
||
TrySmellTalk();
|
||
break;
|
||
|
||
case MONSTERSTATE_COMBAT:
|
||
{
|
||
// dead enemy
|
||
// Wargon: Кроме случаев, когда враг взят из данных игрока. (1.1)
|
||
if ( HasConditions( bits_COND_ENEMY_DEAD ) && !m_fEnemyFromPlayer )
|
||
{
|
||
if (m_iszSpeakAs)
|
||
{
|
||
char szBuf[32];
|
||
strcpy(szBuf,STRING(m_iszSpeakAs));
|
||
strcat(szBuf,"_KILL");
|
||
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
PlaySentence( "AL_KILL", 4, VOL_NORM, ATTN_NORM );
|
||
}
|
||
|
||
// call base class, all code to handle dead enemies is centralized there.
|
||
return CBaseMonster :: GetSchedule();
|
||
}
|
||
|
||
// new enemy
|
||
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
||
{
|
||
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
// {
|
||
if (m_hEnemy != NULL) // buz: rewritten
|
||
{
|
||
// american spy
|
||
if (m_hEnemy->Classify() == CLASS_HUMAN_MILITARY)
|
||
SENTENCEG_PlayRndSz( ENT(pev), "AL_AMER", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
|
||
// monster
|
||
else if ((m_hEnemy->Classify() == CLASS_ALIEN_MILITARY) ||
|
||
(m_hEnemy->Classify() == CLASS_ALIEN_MONSTER) ||
|
||
(m_hEnemy->Classify() == CLASS_ALIEN_PREY) ||
|
||
(m_hEnemy->Classify() == CLASS_ALIEN_PREDATOR))
|
||
SENTENCEG_PlayRndSz( ENT(pev), "AL_MONST", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
}
|
||
JustSpoke();
|
||
// }
|
||
|
||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MIL_SUPPRESS );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
// no ammo
|
||
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
|
||
{
|
||
// Wargon: Спецназовец часто бегает в укрытие через всю карту. Нам это не нужно. (1.1)
|
||
// if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
// else
|
||
// return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
|
||
}
|
||
|
||
// damaged just a little
|
||
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
||
{
|
||
/* // if hurt:
|
||
// 90% chance of taking cover
|
||
// 10% chance of flinch.
|
||
int iPercent = RANDOM_LONG(0,99);
|
||
|
||
if ( iPercent <= 90 && m_hEnemy != NULL )
|
||
{
|
||
// only try to take cover if we actually have an enemy!
|
||
|
||
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
// {
|
||
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
m_iSentence = AL_SENT_COVER;
|
||
//JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}*/
|
||
|
||
int iPercent;
|
||
|
||
// buz: 90% to duck and cover, if can
|
||
if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) && m_hEnemy != NULL )
|
||
{
|
||
iPercent = RANDOM_LONG(0,99);
|
||
if (iPercent <= 90)
|
||
return GetScheduleOfType( SCHED_MIL_DUCK_COVER_WAIT ); // wait some time in cover
|
||
}
|
||
|
||
// buz: now 50% to try normal way of taking cover
|
||
iPercent = RANDOM_LONG(0,99);
|
||
if ( iPercent <= 50 && m_hEnemy != NULL )
|
||
{
|
||
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
// {
|
||
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
m_iSentence = MIL_SENT_COVER;
|
||
//JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
}
|
||
else
|
||
{
|
||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
}
|
||
}
|
||
// can kick
|
||
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
if( pHeadController && pHeadController->GetBackTrace() < 32.0f )
|
||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||
else
|
||
{
|
||
//ALERT(at_console, "BACK! \n");
|
||
return GetScheduleOfType ( SCHED_MIL_WALKBACK_FIRE );
|
||
}
|
||
}
|
||
// can grenade launch
|
||
|
||
else if ((m_iHasGrenades) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ))
|
||
{
|
||
// shoot a grenade if you can
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
// can shoot
|
||
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
}
|
||
// can't see enemy
|
||
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||
{
|
||
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
|
||
{
|
||
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
|
||
// if (FOkToSpeak())
|
||
// {
|
||
SENTENCEG_PlayRndSz( ENT(pev), "AL_THROW", MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
}
|
||
|
||
//!!!KELLY - grunt cannot see the enemy and has just decided to
|
||
// charge the enemy's position.
|
||
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
// {
|
||
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
m_iSentence = AL_SENT_CHARGE;
|
||
//JustSpoke();
|
||
// }
|
||
|
||
return GetScheduleOfType( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
}
|
||
}
|
||
|
||
// no special cases here, call the base class
|
||
return CTalkMonster :: GetSchedule();
|
||
}
|
||
|
||
Schedule_t *CSpetsnaz :: GetScheduleOfType(int Type)
|
||
{
|
||
|
||
return CMilitary::GetScheduleOfType(Type);
|
||
|
||
}
|
||
|
||
|
||
void CSpetsnaz :: SpeakSentence( void )
|
||
{
|
||
if ( m_iSentence == AL_SENT_NONE )
|
||
{
|
||
// no sentence cued up.
|
||
return;
|
||
}
|
||
|
||
// if (FOkToSpeak())
|
||
// {
|
||
SENTENCEG_PlayRndSz( ENT(pev), pSpetsnazSentences[ m_iSentence ], MIL_VOL, MIL_ATTN, 0, m_voicePitch);
|
||
JustSpoke();
|
||
// }
|
||
}
|
||
|
||
|
||
BOOL CSpetsnaz :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
{
|
||
if (pev->weapons == SPETSNAZ_WEAPON_EMPTY)
|
||
return false;
|
||
|
||
return CMilitary :: CheckRangeAttack1 ( flDot, flDist );
|
||
}
|
||
|
||
|
||
void CSpetsnaz :: RunAI ( void )
|
||
{
|
||
// ALERT(at_console, "*** time %f\n", gpGlobals->time);
|
||
if (m_fNextRadioNoise && (m_fNextRadioNoise < gpGlobals->time))
|
||
{
|
||
m_fNextRadioNoise = gpGlobals->time + RANDOM_FLOAT( 20, 60 );
|
||
SENTENCEG_PlayRndSz( ENT(pev), "AL_RADIONOISE", 0.2, ATTN_STATIC, 0, m_voicePitch, CHAN_BODY);
|
||
}
|
||
CMilitary::RunAI();
|
||
}
|
||
|
||
// Wargon: Дефолтный TASK_DIE оверрайден для имитации действия энтити player_loadsaved. (1.1)
|
||
void CSpetsnaz :: RunTask ( Task_t *pTask )
|
||
{
|
||
switch (pTask->iTask)
|
||
{
|
||
case TASK_DIE:
|
||
{
|
||
if (m_fSequenceFinished && pev->frame >= 255)
|
||
{
|
||
pev->deadflag = DEAD_DEAD;
|
||
StopAnimation();
|
||
if (!BBoxFlat())
|
||
UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 1));
|
||
else
|
||
UTIL_SetSize(pev, Vector(pev->mins.x, pev->mins.y, pev->mins.z), Vector(pev->maxs.x, pev->maxs.y, pev->mins.z + 1));
|
||
if (ShouldFadeOnDeath())
|
||
SUB_StartFadeOut();
|
||
else
|
||
CSoundEnt::InsertSound(bits_SOUND_CARCASS, pev->origin, 384, 30);
|
||
if (!gpGlobals->deathmatch)
|
||
{
|
||
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(1));
|
||
if (pPlayer)
|
||
{
|
||
ClearBits( pPlayer->m_iHideHUD, ITEM_SUIT );
|
||
if (pPlayer->m_iGasMaskOn)
|
||
pPlayer->ToggleGasMask();
|
||
ClearBits( pPlayer->m_iHideHUD, ITEM_GASMASK );
|
||
if (pPlayer->m_iHeadShieldOn)
|
||
pPlayer->ToggleHeadShield();
|
||
ClearBits( pPlayer->m_iHideHUD, ITEM_HEADSHIELD );
|
||
}
|
||
UTIL_ScreenFadeAll(Vector(0, 0, 0), 1, 6, 255, 0x0001); // Wargon: FFADE_OUT. (1.1)
|
||
UTIL_ShowMessageAll("#ALPHA_DIED");
|
||
SetNextThink(5);
|
||
SetThink(&CSpetsnaz::MonsterDeadThink);
|
||
}
|
||
else
|
||
SetThink(NULL);
|
||
}
|
||
break;
|
||
}
|
||
default:
|
||
{
|
||
CMilitary::RunTask(pTask);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Wargon: Автозагрузка срабатывает с задержкой после смерти спецназовца. (1.1)
|
||
void CSpetsnaz :: MonsterDeadThink ( void )
|
||
{
|
||
SERVER_COMMAND("reload\n");
|
||
}
|
||
|
||
|
||
/***************************************
|
||
Spetsnaz with aps class
|
||
***************************************/
|
||
|
||
#define SPETSNAZ2_HEAD_GROUP 1
|
||
#define SPETSNAZ2_HEAD_SHIELD 1
|
||
|
||
#define SPETSNAZ2_GUN_GROUP 2
|
||
#define SPETSNAZ2_WEAPON_APS 0
|
||
#define SPETSNAZ2_WEAPON_EMPTY 1
|
||
|
||
class CSpetsnazAPS : public CSpetsnaz
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
void Shoot ( void );
|
||
BOOL CheckRangeAttack1 ( float flDot, float flDist );
|
||
void SetActivity ( Activity NewActivity );
|
||
void GibMonster( void );
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_alpha_pistol, CSpetsnazAPS );
|
||
|
||
void CSpetsnazAPS :: Spawn()
|
||
{
|
||
Precache( );
|
||
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/soldier_alpha_pistol.mdl");
|
||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
||
pev->solid = SOLID_SLIDEBOX;
|
||
pev->movetype = MOVETYPE_STEP;
|
||
m_bloodColor = BLOOD_COLOR_RED;
|
||
// Wargon: Хелсы спецназовцев, заданные в параметрах энтити, игнорируются. (1.1)
|
||
// if (pev->health == 0)
|
||
pev->health = gSkillData.alphaHealth;
|
||
m_flFieldOfView = VIEW_FIELD_FULL; //0.2;
|
||
m_MonsterState = MONSTERSTATE_NONE;
|
||
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
||
m_flNextPainTime = gpGlobals->time;
|
||
m_iSentence = MIL_SENT_NONE;
|
||
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
m_cClipSize = 12;
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
// buz: pev->body is head number
|
||
int head = pev->body;
|
||
pev->body = 0;
|
||
SetBodygroup( SPETSNAZ2_HEAD_GROUP, head );
|
||
m_iHasHeadShield = (head == SPETSNAZ2_HEAD_SHIELD) ? 1 : 0;
|
||
m_iNoGasDamage = 0;
|
||
|
||
MonsterInit();
|
||
SetUse(&CSpetsnazAPS :: FollowerUse );
|
||
}
|
||
|
||
//=========================================================
|
||
// Precache - precaches all resources this monster needs
|
||
//=========================================================
|
||
void CSpetsnazAPS :: Precache()
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/soldier_alpha_pistol.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
PRECACHE_SOUND ("weapons/aps_fire.wav");
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_die1.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_die2.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_die3.wav" );
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_pain1.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain2.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain3.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain4.wav" );
|
||
PRECACHE_SOUND( "alpha/alpha_pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_reload_aps.wav" );
|
||
|
||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
||
m_iBrassShell = PRECACHE_MODEL ("models/aps_shell.mdl");
|
||
|
||
// get voice pitch
|
||
if (RANDOM_LONG(0,1))
|
||
m_voicePitch = 109 + RANDOM_LONG(0,7);
|
||
else
|
||
m_voicePitch = 100;
|
||
|
||
if (pev->spawnflags & SF_SPETSNAZ_RADIO)
|
||
{
|
||
m_fNextRadioNoise = gpGlobals->time + RANDOM_FLOAT( 20, 60 );
|
||
}
|
||
|
||
TalkInit();
|
||
CTalkMonster::Precache();
|
||
}
|
||
|
||
BOOL CSpetsnazAPS :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
{
|
||
return CMilitary :: CheckRangeAttack1 ( flDot, flDist );
|
||
}
|
||
|
||
|
||
|
||
void CSpetsnazAPS :: GibMonster ( void )
|
||
{
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
|
||
if (GetBodygroup(SPETSNAZ2_GUN_GROUP) != SPETSNAZ2_WEAPON_EMPTY && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
|
||
{
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
||
CBaseEntity *pGun = DropItem( "weapon_aps", vecGunPos, vecGunAngles );
|
||
if ( pGun )
|
||
{
|
||
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
|
||
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
|
||
}
|
||
|
||
if (m_iHasGrenades)
|
||
{
|
||
pGun = DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
|
||
if ( pGun )
|
||
{
|
||
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
|
||
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
|
||
}
|
||
}
|
||
}
|
||
|
||
CBaseMonster :: GibMonster();
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// HandleAnimEvent - catches the monster-specific messages
|
||
// that occur when tagged animation frames are played.
|
||
//=========================================================
|
||
void CSpetsnazAPS :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
case MIL_AE_DROP_GUN:
|
||
{
|
||
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
|
||
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
// switch to body group with no gun.
|
||
SetBodygroup( SPETSNAZ2_GUN_GROUP, SPETSNAZ2_WEAPON_EMPTY );
|
||
DropItem( "weapon_aps", vecGunPos, vecGunAngles );
|
||
|
||
if (m_iHasGrenades)
|
||
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
|
||
|
||
break;
|
||
}
|
||
|
||
case MIL_AE_RELOAD:
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "alpha/alpha_reload_aps.wav", 1, ATTN_NORM );
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
default:
|
||
CSpetsnaz::HandleAnimEvent( pEvent );
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// Shoot
|
||
//=========================================================
|
||
void CSpetsnazAPS :: Shoot ( void )
|
||
{
|
||
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
|
||
// {
|
||
// return;
|
||
// }
|
||
|
||
UTIL_MakeVectors ( pev->angles );
|
||
Vector vecShootOrigin = GetGunPosition();
|
||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aps_fire.wav", 1, ATTN_NORM );
|
||
|
||
Vector vecBrassPos, vecBrassDir;
|
||
GetAttachment(3, vecBrassPos, vecBrassDir);
|
||
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
||
EjectBrass( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
||
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monDmg9MM );
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
}
|
||
else
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
}
|
||
|
||
|
||
void CSpetsnazAPS :: SetActivity ( Activity NewActivity )
|
||
{
|
||
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||
|
||
switch ( NewActivity)
|
||
{
|
||
case ACT_RANGE_ATTACK1:
|
||
//iSequence = LookupActivity ( NewActivity );
|
||
if ( m_fStanding )
|
||
{
|
||
// get aimable sequence
|
||
iSequence = LookupSequence( "standing" );
|
||
}
|
||
else
|
||
{
|
||
// get crouching shoot
|
||
iSequence = LookupSequence( "crouching" );
|
||
}
|
||
|
||
break;
|
||
case ACT_RANGE_ATTACK2:
|
||
// get toss anim
|
||
iSequence = LookupSequence( "throwgrenade" );
|
||
|
||
break;
|
||
case ACT_RUN:
|
||
if ( pev->health <= MIL_LIMP_HEALTH )
|
||
{
|
||
// limp!
|
||
iSequence = LookupActivity ( ACT_RUN_HURT );
|
||
}
|
||
else
|
||
{
|
||
iSequence = LookupActivity ( NewActivity );
|
||
}
|
||
break;
|
||
case ACT_WALK:
|
||
if ( pev->health <= MIL_LIMP_HEALTH )
|
||
{
|
||
// limp!
|
||
iSequence = LookupActivity ( ACT_WALK_HURT );
|
||
}
|
||
else
|
||
{
|
||
iSequence = LookupActivity ( NewActivity );
|
||
}
|
||
break;
|
||
case ACT_IDLE:
|
||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||
{
|
||
NewActivity = ACT_IDLE_ANGRY;
|
||
}
|
||
iSequence = LookupActivity ( NewActivity );
|
||
break;
|
||
default:
|
||
iSequence = LookupActivity ( NewActivity );
|
||
break;
|
||
}
|
||
|
||
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
|
||
|
||
// Set to the desired anim, or default anim if the desired is not present
|
||
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
|
||
{
|
||
if ( pev->sequence != iSequence || !m_fSequenceLoops )
|
||
{
|
||
pev->frame = 0;
|
||
}
|
||
|
||
pev->sequence = iSequence; // Set to the reset anim (if it's there)
|
||
ResetSequenceInfo( );
|
||
RecalculateYawSpeed();
|
||
}
|
||
else
|
||
{
|
||
// Not available try to get default anim
|
||
ALERT ( at_debug, "%s has no sequence for act:%s\n", STRING(pev->classname), GetNameForActivity( NewActivity ));
|
||
pev->sequence = 0; // Set to the reset anim (if it's there)
|
||
}
|
||
}
|
||
|
||
#define INFECTED_WEAPON_AKS 0
|
||
#define INFECTED_WEAPON_ASVAL 1
|
||
#define INFECTED_WEAPON_GROZA 2
|
||
#define INFECTED_WEAPON_EMPTY 3
|
||
|
||
/***************************************
|
||
Infected soldier class
|
||
****************************************/
|
||
|
||
class CSoldierInfected : public CMilitary
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Precache( void );
|
||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
void DeathSound( void );
|
||
void PainSound( void );
|
||
void Shoot ( void );
|
||
BOOL CheckRangeAttack1 ( float flDot, float flDist );
|
||
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
|
||
|
||
int Classify(void);
|
||
|
||
Schedule_t *GetSchedule( void );
|
||
Schedule_t *GetScheduleOfType(int Type);
|
||
void GibMonster( void );
|
||
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( monster_soldier_infected, CSoldierInfected );
|
||
|
||
void CSoldierInfected::Spawn( )
|
||
{
|
||
Precache( );
|
||
CMilitary::Spawn();
|
||
if (pev->model)
|
||
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
||
else
|
||
SET_MODEL(ENT(pev), "models/monsters/monster_soldiershooter.mdl");
|
||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
||
pev->solid = SOLID_SLIDEBOX;
|
||
pev->movetype = MOVETYPE_STEP;
|
||
m_bloodColor = BLOOD_COLOR_RED;
|
||
|
||
//pev->health = gSkillData.infSoldierHealth;
|
||
m_flFieldOfView = VIEW_FIELD_FULL; //0.2;
|
||
m_MonsterState = MONSTERSTATE_NONE;
|
||
m_flNextPainTime = gpGlobals->time;
|
||
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
||
m_cClipSize = 30;
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
|
||
// buz: pev->body is head number
|
||
int head = pev->body;
|
||
pev->body = 0;
|
||
|
||
MonsterInit();
|
||
InitFlashlight();
|
||
InitHeadController();
|
||
}
|
||
|
||
void CSoldierInfected :: Precache( )
|
||
{
|
||
if (pev->model)
|
||
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
||
else
|
||
PRECACHE_MODEL("models/monsters/monster_soldiershooter.mdl");
|
||
|
||
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
|
||
|
||
PRECACHE_SOUND ("weapons/aps_fire.wav");
|
||
|
||
PRECACHE_SOUND( "InfectedSoldier/die1.wav" );
|
||
PRECACHE_SOUND( "InfectedSoldier/die2.wav" );
|
||
PRECACHE_SOUND( "InfectedSoldier/die3.wav" );
|
||
|
||
PRECACHE_SOUND( "InfectedSoldier/pain1.wav" );
|
||
PRECACHE_SOUND( "InfectedSoldier/pain2.wav" );
|
||
PRECACHE_SOUND( "InfectedSoldier/pain3.wav" );
|
||
PRECACHE_SOUND( "InfectedSoldier/pain4.wav" );
|
||
PRECACHE_SOUND( "InfectedSoldier/pain5.wav" );
|
||
|
||
PRECACHE_SOUND( "alpha/alpha_reload_aps.wav" );
|
||
|
||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
||
m_iBrassShell = PRECACHE_MODEL ("models/aps_shell.mdl");
|
||
|
||
// get voice pitch
|
||
if (RANDOM_LONG(0,1))
|
||
m_voicePitch = 109 + RANDOM_LONG(0,7);
|
||
else
|
||
m_voicePitch = 100;
|
||
|
||
}
|
||
void CSoldierInfected::HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
{
|
||
Vector vecShootDir;
|
||
Vector vecShootOrigin;
|
||
|
||
switch( pEvent->event )
|
||
{
|
||
|
||
case MIL_AE_DROP_GUN:
|
||
{
|
||
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC
|
||
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
||
// switch to body group with no gun.
|
||
SetBodygroup( MIL_GUN_GROUP, MIL_GUN_NONE );
|
||
|
||
// now spawn a gun.
|
||
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
|
||
|
||
if (pev->weapons == MIL_GRENADES)
|
||
{
|
||
DropItem( "weapon_handgrenade", BodyTarget( pev->origin ), vecGunAngles );
|
||
}
|
||
|
||
break;
|
||
}
|
||
case MIL_AE_RELOAD:
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_reload.wav", 1, ATTN_NORM );
|
||
m_cAmmoLoaded = m_cClipSize;
|
||
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
break;
|
||
|
||
|
||
case MIL_AE_BURST1:
|
||
{
|
||
// ALERT(at_console, "*-------- mil burst 1\n");
|
||
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
if ( RANDOM_LONG(0,1) )
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun1.wav", 1, ATTN_NORM );
|
||
}
|
||
else
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "military/mil_mgun2.wav", 1, ATTN_NORM );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
}
|
||
|
||
Shoot();
|
||
|
||
}
|
||
break;
|
||
|
||
case MIL_AE_BURST2:
|
||
case MIL_AE_BURST3:
|
||
Shoot();
|
||
break;
|
||
|
||
case MIL_AE_KICK:
|
||
{
|
||
CBaseEntity *pHurt = Kick();
|
||
|
||
if ( pHurt )
|
||
{
|
||
// buz: move only if it is a monster!
|
||
if (pHurt->MyMonsterPointer())
|
||
{
|
||
UTIL_MakeVectors( pev->angles );
|
||
pHurt->pev->punchangle.x = 15;
|
||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
|
||
}
|
||
pHurt->TakeDamage( pev, pev, gSkillData.MilDmgKick, DMG_CLUB );
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// Get Schedule!
|
||
//=========================================================
|
||
Schedule_t *CSoldierInfected :: GetSchedule( void )
|
||
{
|
||
|
||
// clear old sentence
|
||
m_iSentence = MIL_SENT_NONE;
|
||
|
||
if (m_cAmmoLoaded < m_cClipSize / 2)
|
||
{
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
}
|
||
switch ( m_MonsterState )
|
||
{
|
||
case MONSTERSTATE_IDLE:
|
||
case MONSTERSTATE_ALERT:
|
||
|
||
|
||
case MONSTERSTATE_COMBAT:
|
||
{
|
||
|
||
// no ammo
|
||
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
|
||
{
|
||
// Wargon: Спецназовец часто бегает в укрытие через всю карту. Нам это не нужно. (1.1)
|
||
// if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
|
||
return GetScheduleOfType ( SCHED_RELOAD );
|
||
// else
|
||
// return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
|
||
}
|
||
|
||
|
||
// can kick
|
||
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||
}
|
||
|
||
// can't see enemy
|
||
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||
{
|
||
return GetScheduleOfType( SCHED_MIL_ESTABLISH_LINE_OF_FIRE );
|
||
}
|
||
|
||
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||
{
|
||
return GetScheduleOfType ( SCHED_INFECTED_FIRINGWALK );
|
||
}
|
||
}
|
||
}
|
||
|
||
// no special cases here, call the base class
|
||
return CBaseMonster :: GetSchedule();
|
||
}
|
||
|
||
Schedule_t* CSoldierInfected :: GetScheduleOfType ( int Type )
|
||
{
|
||
|
||
switch ( Type )
|
||
{
|
||
case SCHED_INFECTED_FIRINGWALK:
|
||
{
|
||
return slInfFiringWalk;
|
||
}
|
||
break;
|
||
default:
|
||
{
|
||
return CMilitary :: GetScheduleOfType ( Type );
|
||
}
|
||
}
|
||
}
|
||
//=========================================================
|
||
// PainSound
|
||
//=========================================================
|
||
void CSoldierInfected :: PainSound ( void )
|
||
{
|
||
if ( gpGlobals->time > m_flNextPainTime )
|
||
{
|
||
switch ( RANDOM_LONG(0,6) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain1.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain2.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain3.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 3:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain4.wav", 1, ATTN_NORM );
|
||
break;
|
||
case 4:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/pain5.wav", 1, ATTN_NORM );
|
||
break;
|
||
}
|
||
|
||
m_flNextPainTime = gpGlobals->time + 1;
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
// DeathSound
|
||
//=========================================================
|
||
void CSoldierInfected :: DeathSound ( void )
|
||
{
|
||
switch ( RANDOM_LONG(0,2) )
|
||
{
|
||
case 0:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/die1.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 1:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/die2.wav", 1, ATTN_IDLE );
|
||
break;
|
||
case 2:
|
||
EMIT_SOUND( ENT(pev), CHAN_VOICE, "InfectedSoldier/die3.wav", 1, ATTN_IDLE );
|
||
break;
|
||
}
|
||
}
|
||
void CSoldierInfected::Shoot ( void )
|
||
{
|
||
UTIL_MakeVectors ( pev->angles );
|
||
Vector vecShootOrigin = GetGunPosition();
|
||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
||
if (m_cAmmoLoaded > 0)
|
||
{
|
||
switch (pev->weapons)
|
||
{
|
||
case INFECTED_WEAPON_AKS:
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/aks_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
break;
|
||
|
||
case INFECTED_WEAPON_GROZA:
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/groza_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
break;
|
||
|
||
case INFECTED_WEAPON_ASVAL:
|
||
switch(RANDOM_LONG(0,2))
|
||
{
|
||
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire1.wav", 1, ATTN_NORM ); break;
|
||
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire2.wav", 1, ATTN_NORM ); break;
|
||
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/val_fire3.wav", 1, ATTN_NORM ); break;
|
||
}
|
||
break;
|
||
}
|
||
|
||
Vector vecBrassPos, vecBrassDir;
|
||
GetAttachment(3, vecBrassPos, vecBrassDir);
|
||
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
||
EjectBrass ( vecBrassPos, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
||
|
||
switch (pev->weapons)
|
||
{
|
||
case SPETSNAZ_WEAPON_AKS:
|
||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048, BULLET_NORMAL, gSkillData.monDmgAK );
|
||
break;
|
||
case SPETSNAZ_WEAPON_GROZA:
|
||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048, BULLET_NORMAL, gSkillData.monDmgGroza );
|
||
break;
|
||
case SPETSNAZ_WEAPON_ASVAL:
|
||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048, BULLET_NORMAL, gSkillData.monDmgAsval );
|
||
break;
|
||
default:
|
||
ALERT(at_error, "ERROR: trying to fire without a gun!\n");
|
||
}
|
||
|
||
pev->effects |= EF_MUZZLEFLASH;
|
||
|
||
m_cAmmoLoaded--;// take away a bullet!
|
||
// ALERT(at_console, "spcnazz ammo has %d\n", m_cAmmoLoaded);
|
||
}
|
||
else
|
||
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
|
||
|
||
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
SetBlending( 0, angDir.x );
|
||
|
||
}
|
||
|
||
BOOL CSoldierInfected :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
{
|
||
return FALSE;
|
||
}
|
||
|
||
void CSoldierInfected :: GibMonster( void )
|
||
{
|
||
Vector vecGunPos;
|
||
Vector vecGunAngles;
|
||
|
||
if (GetBodygroup(SPETSNAZ_GUN_GROUP) != SPETSNAZ_WEAPON_EMPTY && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
|
||
{
|
||
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
||
CBaseEntity *pGun = NULL;
|
||
switch (pev->weapons)
|
||
{
|
||
case INFECTED_WEAPON_AKS:
|
||
pGun = DropItem( "weapon_aks", vecGunPos, vecGunAngles );
|
||
break;
|
||
case INFECTED_WEAPON_GROZA:
|
||
pGun = DropItem( "weapon_groza", vecGunPos, vecGunAngles );
|
||
break;
|
||
case INFECTED_WEAPON_ASVAL:
|
||
pGun = DropItem( "weapon_val", vecGunPos, vecGunAngles );
|
||
break;
|
||
}
|
||
|
||
if ( pGun )
|
||
{
|
||
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
|
||
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
|
||
}
|
||
|
||
|
||
}
|
||
CBaseMonster :: GibMonster();
|
||
}
|
||
|
||
BOOL CSoldierInfected :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||
{
|
||
CBaseMonster *pEnemy;
|
||
|
||
if ( m_hEnemy != NULL )
|
||
{
|
||
pEnemy = m_hEnemy->MyMonsterPointer();
|
||
|
||
if ( !pEnemy )
|
||
{
|
||
return FALSE;
|
||
}
|
||
}
|
||
|
||
if ( flDist <= 64 && flDot >= 0.7)
|
||
{
|
||
return TRUE;
|
||
}
|
||
return FALSE;
|
||
}
|
||
|
||
int CSoldierInfected :: Classify ( void )
|
||
{
|
||
return m_iClass?m_iClass:CLASS_ALIEN_PREY;
|
||
} |