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/***
*
* Copyright ( c ) 1996 - 2002 , Valve LLC . All rights reserved .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
* All Rights Reserved .
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers . Access to this code is restricted to
* persons who have executed a written SDK license with Valve . Any access ,
* use or distribution of this code by or to any unlicensed person is illegal .
*
* * * */
//=========================================================
// hgrunt
//=========================================================
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
# include "extdll.h"
# include "plane.h"
# include "util.h"
# include "cbase.h"
# include "monsters.h"
# include "schedule.h"
# include "animation.h"
# include "squadmonster.h"
# include "weapons.h"
# include "talkmonster.h"
# include "soundent.h"
# include "effects.h"
# include "customentity.h"
# include "scripted.h" //LRC
extern short g_sModelIndexLaser ; // buz
// buz: test draw line
void BuzTestDrawLine ( Vector p1 , Vector p2 , int r , int g , int b )
{
MESSAGE_BEGIN ( MSG_BROADCAST , SVC_TEMPENTITY ) ;
WRITE_BYTE ( TE_BEAMPOINTS ) ;
WRITE_COORD ( p1 . x ) ;
WRITE_COORD ( p1 . y ) ;
WRITE_COORD ( p1 . z ) ;
WRITE_COORD ( p2 . x ) ;
WRITE_COORD ( p2 . y ) ;
WRITE_COORD ( p2 . z ) ;
WRITE_SHORT ( g_sModelIndexLaser ) ;
WRITE_BYTE ( 0 ) ; // framerate
WRITE_BYTE ( 0 ) ; // framerate
WRITE_BYTE ( 1 ) ; // life
WRITE_BYTE ( 40 ) ; // width
WRITE_BYTE ( 0 ) ; // noise
WRITE_BYTE ( r ) ; // r, g, b
WRITE_BYTE ( g ) ; // r, g, b
WRITE_BYTE ( b ) ; // r, g, b
WRITE_BYTE ( 128 ) ; // brightness
WRITE_BYTE ( 0 ) ; // speed
MESSAGE_END ( ) ;
}
int g_fGruntQuestion ; // true if an idle grunt asked a question. Cleared when someone answers.
int g_fTerrorQuestion ; // buz: same for terrorists
extern DLL_GLOBAL int g_iSkillLevel ;
//=========================================================
// monster-specific DEFINE's
//=========================================================
# define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
# define GRUNT_VOL 0.35 // volume of grunt sounds
# define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
# define HGRUNT_LIMP_HEALTH (pev->max_health*0.3)
# define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
# define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
# define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
# define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
# define HGRUNT_9MMAR ( 1 << 0) // AK for terrorists
# define HGRUNT_HANDGRENADE ( 1 << 1)
# define HGRUNT_GRENADELAUNCHER ( 1 << 2)
# define HGRUNT_SHOTGUN ( 1 << 3) // RPK for terrorists
# define HEAD_GROUP 1 // used by terrors
//#define HEAD_GRUNT 0
//#define HEAD_COMMANDER 1
//#define HEAD_SHOTGUN 2
//#define HEAD_M203 3
//buz:
# define DIVERSANT_HEADSTUFF_GROUP 2
# define DIVERSANT_HEADSTUFF_PNV 0
# define DIVERSANT_HEADSTUFF_KASKA 1
# define DIVERSANT_HEADSTUFF_KASKA_PNV 2
# define DIVERSANT_HEADSTUFF_NO 3
# define DIVERSANT_AMMUNITION_GROUP 3
# define DIVERSANT_AMMUNITION_BACKPACK 0
# define DIVERSANT_AMMUNITION_NO 1
# define DIVERSANT_GUN_GROUP 4
# define DIVERSANT_GUN_MP5 0
# define DIVERSANT_GUN_SHOTGUN 1
# define DIVERSANT_GUN_NONE 2
//#define GUN_GROUP 2
//#define GUN_MP5 0
//#define GUN_SHOTGUN 1
//#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
# define HGRUNT_AE_RELOAD ( 2 )
# define HGRUNT_AE_KICK ( 3 )
# define HGRUNT_AE_BURST1 ( 4 )
# define HGRUNT_AE_BURST2 ( 5 )
# define HGRUNT_AE_BURST3 ( 6 )
# define HGRUNT_AE_GREN_TOSS ( 7 )
# define HGRUNT_AE_GREN_LAUNCH ( 8 )
# define HGRUNT_AE_GREN_DROP ( 9 )
# define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
# define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1 ,
SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE , // move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_GRUNT_COVER_AND_RELOAD ,
SCHED_GRUNT_SWEEP ,
SCHED_GRUNT_FOUND_ENEMY ,
SCHED_GRUNT_REPEL ,
SCHED_GRUNT_REPEL_ATTACK ,
SCHED_GRUNT_REPEL_LAND ,
SCHED_GRUNT_WAIT_FACE_ENEMY ,
SCHED_GRUNT_TAKECOVER_FAILED , // special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_GRUNT_ELOF_FAIL ,
SCHED_GRUNT_DUCK_COVER_WAIT , // buz
// SCHED_GRUNT_RUN_SHOOTING, // buz
} ;
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1 ,
TASK_GRUNT_SPEAK_SENTENCE ,
TASK_GRUNT_CHECK_FIRE ,
TASK_GRUNT_MOVE_SHOOTING , // buz
} ;
//=========================================================
// monster-specific conditions
//=========================================================
# define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 )
class CHGrunt : public CSquadMonster
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
float MaxYawSpeed ( void ) ;
int Classify ( void ) ;
int ISoundMask ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
BOOL FCanCheckAttacks ( void ) ;
BOOL CheckMeleeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack2 ( float flDot , float flDist ) ;
void CheckAmmo ( void ) ;
void SetActivity ( Activity NewActivity ) ;
void StartTask ( Task_t * pTask ) ;
void RunTask ( Task_t * pTask ) ;
void DeathSound ( void ) ;
void PainSound ( void ) ;
void IdleSound ( void ) ;
Vector GetGunPosition ( void ) ;
virtual void Shoot ( void ) ;
void Shotgun ( void ) ;
void PrescheduleThink ( void ) ;
void GibMonster ( void ) ;
virtual void SpeakSentence ( void ) ;
virtual void SetEyePosition ( void ) ; // buz
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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virtual int ObjectCaps ( void ) { return CSquadMonster : : ObjectCaps ( ) | ( m_iDeadAmmo ? FCAP_IMPULSE_USE : 0 ) ; }
int m_iDeadAmmo ;
void EXPORT DeadUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void Killed ( entvars_t * pevAttacker , int iGib ) ;
// buz: overriden for soldiers - eye position is differs when monster is crouching
virtual Vector EyePosition ( )
{
if ( m_Activity = = ACT_TWITCH )
return pev - > origin + Vector ( 0 , 0 , 36 ) ;
else
return pev - > origin + pev - > view_ofs ;
}
void ResetSequenceInfo ( ) ;
int Save ( CSave & save ) ;
int Restore ( CRestore & restore ) ;
CBaseEntity * Kick ( void ) ;
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
void TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType ) ;
int TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ;
int IRelationship ( CBaseEntity * pTarget ) ;
BOOL FOkToSpeak ( void ) ;
void JustSpoke ( void ) ;
CUSTOM_SCHEDULES ;
static TYPEDESCRIPTION m_SaveData [ ] ;
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck ;
float m_flNextPainTime ;
float m_flLastEnemySightTime ;
Vector m_vecTossVelocity ;
BOOL m_fThrowGrenade ;
BOOL m_fStanding ;
BOOL m_fFirstEncounter ; // only put on the handsign show in the squad's first encounter.
int m_cClipSize ;
int m_voicePitch ;
int m_iBrassShell ;
int m_iShotgunShell ;
int m_iSentence ;
int m_iLastFireCheckResult ; // buz. 1-only crouch, 2-only standing, 0-any
static const char * pGruntSentences [ ] ;
} ;
LINK_ENTITY_TO_CLASS ( monster_human_grunt , CHGrunt ) ;
LINK_ENTITY_TO_CLASS ( monster_diversant , CHGrunt ) ;
TYPEDESCRIPTION CHGrunt : : m_SaveData [ ] =
{
DEFINE_FIELD ( CHGrunt , m_flNextGrenadeCheck , FIELD_TIME ) ,
DEFINE_FIELD ( CHGrunt , m_flNextPainTime , FIELD_TIME ) ,
// DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
DEFINE_FIELD ( CHGrunt , m_vecTossVelocity , FIELD_VECTOR ) ,
DEFINE_FIELD ( CHGrunt , m_fThrowGrenade , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CHGrunt , m_fStanding , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CHGrunt , m_fFirstEncounter , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CHGrunt , m_cClipSize , FIELD_INTEGER ) ,
DEFINE_FIELD ( CHGrunt , m_voicePitch , FIELD_INTEGER ) ,
// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
DEFINE_FIELD ( CHGrunt , m_iSentence , FIELD_INTEGER ) ,
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
DEFINE_FIELD ( CHGrunt , m_iDeadAmmo , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CHGrunt , CSquadMonster ) ;
const char * CHGrunt : : pGruntSentences [ ] =
{
" DV_GREN " , // grenade scared grunt
" DV_ALERT " , // sees player
" DV_MONSTER " , // sees monster
" DV_COVER " , // running to cover
" DV_THROW " , // about to throw grenade
" DV_CHARGE " , // running out to get the enemy
" DV_TAUNT " , // say rude things
} ;
enum
{
HGRUNT_SENT_NONE = - 1 ,
HGRUNT_SENT_GREN = 0 ,
HGRUNT_SENT_ALERT ,
HGRUNT_SENT_MONSTER ,
HGRUNT_SENT_COVER ,
HGRUNT_SENT_THROW ,
HGRUNT_SENT_CHARGE ,
HGRUNT_SENT_TAUNT ,
} HGRUNT_SENTENCE_TYPES ;
// buz: ResetSequenceInfo overriden for grunts -
// m_flGroundSpeed should be set accrording to pev->gaitsequence
void CHGrunt : : ResetSequenceInfo ( )
{
CBaseAnimating : : ResetSequenceInfo ( ) ;
if ( pev - > gaitsequence )
{
float dummy ;
GetSequenceInfo ( GetModelPtr ( ) , m_flPoseParameter , pev - > gaitsequence , & dummy , & m_flGroundSpeed ) ;
}
}
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
//=========================================================
void CHGrunt : : SpeakSentence ( void )
{
if ( m_iSentence = = HGRUNT_SENT_NONE )
{
// no sentence cued up.
return ;
}
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , pGruntSentences [ m_iSentence ] , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
}
//=========================================================
// IRelationship - overridden because Alien Grunts are
// Human Grunt's nemesis.
//=========================================================
int CHGrunt : : IRelationship ( CBaseEntity * pTarget )
{
//LRC- only hate alien grunts if my behaviour hasn't been overridden
if ( ! m_iClass & & FClassnameIs ( pTarget - > pev , " monster_alien_grunt " ) | | ( FClassnameIs ( pTarget - > pev , " monster_gargantua " ) ) )
{
return R_NM ;
}
return CSquadMonster : : IRelationship ( pTarget ) ;
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CHGrunt : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( DIVERSANT_GUN_GROUP ) ! = DIVERSANT_GUN_NONE & & ! ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) )
{ // throw a gun if the grunt has one
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
CBaseEntity * pGun ;
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
{
pGun = DropItem ( " weapon_shotgun " , vecGunPos , vecGunAngles ) ;
}
else
{
pGun = DropItem ( " weapon_groza " , vecGunPos , vecGunAngles ) ;
}
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) )
{
pGun = DropItem ( " ammo_vog25 " , vecGunPos , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
}
CBaseMonster : : GibMonster ( ) ;
}
//=========================================================
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CHGrunt : : ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER ;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CHGrunt : : FOkToSpeak ( void )
{
// if someone else is talking, don't speak
if ( gpGlobals - > time < = CTalkMonster : : g_talkWaitTime )
return FALSE ;
if ( pev - > spawnflags & SF_MONSTER_GAG )
{
if ( m_MonsterState ! = MONSTERSTATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE ;
}
}
// if player is not in pvs, don't speak
// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
// return FALSE;
return TRUE ;
}
//=========================================================
//=========================================================
void CHGrunt : : JustSpoke ( void )
{
CTalkMonster : : g_talkWaitTime = gpGlobals - > time + RANDOM_FLOAT ( 1.5 , 2.0 ) ;
m_iSentence = HGRUNT_SENT_NONE ;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CHGrunt : : PrescheduleThink ( void )
{
if ( InSquad ( ) & & m_hEnemy ! = NULL )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
MySquadLeader ( ) - > m_flLastEnemySightTime = gpGlobals - > time ;
}
else
{
if ( gpGlobals - > time - MySquadLeader ( ) - > m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
MySquadLeader ( ) - > m_fEnemyEluded = TRUE ;
}
}
}
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
BOOL CHGrunt : : FCanCheckAttacks ( void )
{
if ( ! HasConditions ( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE ;
}
else
{
return FALSE ;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CHGrunt : : CheckMeleeAttack1 ( float flDot , float flDist )
{
CBaseMonster * pEnemy ;
if ( m_hEnemy ! = NULL )
{
pEnemy = m_hEnemy - > MyMonsterPointer ( ) ;
if ( ! pEnemy )
{
return FALSE ;
}
}
if ( flDist < = 64 & & flDot > = 0.7 & &
pEnemy - > Classify ( ) ! = CLASS_ALIEN_BIOWEAPON & &
pEnemy - > Classify ( ) ! = CLASS_PLAYER_BIOWEAPON )
{
return TRUE ;
}
return FALSE ;
}
//=========================================================
// CheckRangeAttack1 - overridden for HGrunt, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HGrunt can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
BOOL CHGrunt : : CheckRangeAttack1 ( float flDot , float flDist )
{
if ( ! HasConditions ( bits_COND_ENEMY_OCCLUDED ) & & flDist < = 2048 & & flDot > = 0.5 & & NoFriendlyFire ( ) )
{
TraceResult tr ;
if ( ! m_hEnemy - > IsPlayer ( ) & & flDist < = 64 )
{
// kick nonclients who are close enough, but don't shoot at them.
return FALSE ;
}
BOOL savedStanding = m_fStanding ;
m_fStanding = FALSE ; // buz: check chrouched fire first
Vector vecSrc = GetGunPosition ( ) ;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
if ( tr . flFraction = = 1.0 & & ! pev - > gaitsequence ) // buz: cant fire crouched when moving
{
// buz: we can fire crouched, now check for standing
m_fStanding = TRUE ;
vecSrc = GetGunPosition ( ) ;
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
m_fStanding = savedStanding ;
if ( tr . flFraction = = 1.0 )
m_iLastFireCheckResult = 0 ; // shoot as you wish
else
m_iLastFireCheckResult = 1 ; // only chrouched
return TRUE ;
}
else
{
// buz: cant fire crouching, maybe me or enemy in some kind of cover (or running). Check standing.
m_fStanding = TRUE ;
vecSrc = GetGunPosition ( ) ;
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
m_fStanding = savedStanding ;
if ( tr . flFraction = = 1.0 )
{
m_iLastFireCheckResult = 2 ; // buz: standing is our only one choice
return TRUE ;
}
else
{
m_iLastFireCheckResult = 0 ;
return FALSE ; // cant fire
}
}
}
return FALSE ;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CHGrunt : : CheckRangeAttack2 ( float flDot , float flDist )
{
if ( ! FBitSet ( pev - > weapons , ( HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER ) ) )
{
return FALSE ;
}
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed ! = 0 )
{
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
// assume things haven't changed too much since last time
if ( gpGlobals - > time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade ;
}
if ( ! FBitSet ( m_hEnemy - > pev - > flags , FL_ONGROUND ) & & ( m_hEnemy - > pev - > waterlevel = = 0 | | m_hEnemy - > pev - > watertype = = CONTENTS_FOG ) & & m_vecEnemyLKP . z > pev - > absmax . z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
Vector vecTarget ;
if ( FBitSet ( pev - > weapons , HGRUNT_HANDGRENADE ) )
{
// find feet
if ( RANDOM_LONG ( 0 , 1 ) )
{
// magically know where they are
vecTarget = Vector ( m_hEnemy - > pev - > origin . x , m_hEnemy - > pev - > origin . y , m_hEnemy - > pev - > absmin . z ) ;
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP ;
}
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
}
else
{
// find target
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
vecTarget = m_vecEnemyLKP + ( m_hEnemy - > BodyTarget ( pev - > origin ) - m_hEnemy - > pev - > origin ) ;
// estimate position
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
vecTarget = vecTarget + ( ( vecTarget - pev - > origin ) . Length ( ) / gSkillData . hgruntGrenadeSpeed ) * m_hEnemy - > pev - > velocity ;
}
// are any of my squad members near the intended grenade impact area?
if ( InSquad ( ) )
{
if ( SquadMemberInRange ( vecTarget , 256 ) )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
}
}
if ( ( vecTarget - pev - > origin ) . Length2D ( ) < = 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
if ( FBitSet ( pev - > weapons , HGRUNT_HANDGRENADE ) )
{
Vector vecToss = VecCheckToss ( pev , GetGunPosition ( ) , vecTarget , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
}
else
{
Vector vecToss = VecCheckThrow ( pev , GetGunPosition ( ) , vecTarget , gSkillData . hgruntGrenadeSpeed , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 0.3 ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
}
return m_fThrowGrenade ;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CHGrunt : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
// ALERT(at_console, "hgrunt hitgr: %d\n", ptr->iHitgroup);
// check for helmet shot
if ( ( ptr - > iHitgroup = = 8 ) | | ( ptr - > iHitgroup = = 1 ) )
{
// make sure we're wearing one
/* if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
{
// absorb damage
flDamage - = 20 ;
if ( flDamage < = 0 )
{
UTIL_Ricochet ( ptr - > vecEndPos , 1.0 ) ;
flDamage = 0.01 ;
}
} */ // buz
// it's head shot anyways
ptr - > iHitgroup = HITGROUP_HEAD ;
}
CSquadMonster : : TraceAttack ( pevAttacker , flDamage , vecDir , ptr , bitsDamageType ) ;
}
//=========================================================
// TakeDamage - overridden for the grunt because the grunt
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CHGrunt : : TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType )
{
Forget ( bits_MEMORY_INCOVER ) ;
return CSquadMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType ) ;
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CHGrunt : : MaxYawSpeed ( void )
{
int ys ;
switch ( m_Activity )
{
case ACT_IDLE :
ys = 150 ;
break ;
case ACT_RUN :
ys = 150 ;
break ;
case ACT_WALK :
ys = 180 ;
break ;
case ACT_RANGE_ATTACK1 :
ys = 120 ;
break ;
case ACT_RANGE_ATTACK2 :
ys = 120 ;
break ;
case ACT_MELEE_ATTACK1 :
ys = 120 ;
break ;
case ACT_MELEE_ATTACK2 :
ys = 120 ;
break ;
case ACT_TURN_LEFT :
case ACT_TURN_RIGHT :
ys = 180 ;
break ;
case ACT_GLIDE :
case ACT_FLY :
ys = 30 ;
break ;
default :
ys = 90 ;
break ;
}
return ys ;
}
void CHGrunt : : IdleSound ( void )
{
if ( FOkToSpeak ( ) & & ( g_fGruntQuestion | | RANDOM_LONG ( 0 , 1 ) ) )
{
if ( ! g_fGruntQuestion )
{
// ask question or make statement
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : // check in
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_CHECK " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
g_fGruntQuestion = 1 ;
break ;
case 1 : // question
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_QUEST " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
g_fGruntQuestion = 2 ;
break ;
case 2 : // statement
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_IDLE " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
}
}
else
{
switch ( g_fGruntQuestion )
{
case 1 : // check in
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_CLEAR " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
case 2 : // question
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_ANSWER " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
}
g_fGruntQuestion = 0 ;
}
JustSpoke ( ) ;
}
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CHGrunt : : CheckAmmo ( void )
{
if ( m_cAmmoLoaded < = 0 )
{
SetConditions ( bits_COND_NO_AMMO_LOADED ) ;
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHGrunt : : Classify ( void )
{
return m_iClass ? m_iClass : CLASS_HUMAN_MILITARY ;
}
//=========================================================
//=========================================================
CBaseEntity * CHGrunt : : Kick ( void )
{
TraceResult tr ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecStart = pev - > origin ;
vecStart . z + = pev - > size . z * 0.5 ;
Vector vecEnd = vecStart + ( gpGlobals - > v_forward * 70 ) ;
UTIL_TraceHull ( vecStart , vecEnd , dont_ignore_monsters , head_hull , ENT ( pev ) , & tr ) ;
if ( tr . pHit )
{
CBaseEntity * pEntity = CBaseEntity : : Instance ( tr . pHit ) ;
return pEntity ;
}
return NULL ;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CHGrunt : : GetGunPosition ( )
{
if ( m_fStanding )
{
return pev - > origin + Vector ( 0 , 0 , 60 ) ;
}
else
{
// return pev->origin + Vector( 0, 0, 48 );
return pev - > origin + Vector ( 0 , 0 , 40 ) ; // buz: prevent firing crouched, when hiding behind the barrels, crates etc.
}
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt : : Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
if ( m_cAmmoLoaded > 0 )
{
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_7DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmgMP5 ) ; // shoot +-5 degrees
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
// ALERT(at_console, "grunt ammo has %d\n", m_cAmmoLoaded);
}
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt : : Shotgun ( void )
{
if ( m_hEnemy = = NULL & & m_pCine = = NULL )
{
return ;
}
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iShotgunShell , TE_BOUNCE_SHOTSHELL ) ;
FireBullets ( gSkillData . hgruntShotgunPellets , vecShootOrigin , vecShootDir , VECTOR_CONE_15DEGREES , 2048 , BULLET_BUCKSHOT , gSkillData . plrDmgBuckshot ) ; // shoot +-7.5 degrees
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHGrunt : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case HGRUNT_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( DIVERSANT_GUN_GROUP , DIVERSANT_GUN_NONE ) ;
// now spawn a gun.
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
{
DropItem ( " weapon_shotgun " , vecGunPos , vecGunAngles ) ;
}
else
{
DropItem ( " weapon_groza " , vecGunPos , vecGunAngles ) ;
}
if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) )
{
DropItem ( " ammo_vog25 " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
}
}
break ;
case HGRUNT_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " diversant/gr_reload1.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_AE_GREN_TOSS :
{
UTIL_MakeVectors ( pev - > angles ) ;
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
//LRC - a bit of a hack. Ideally the grunts would work out in advance whether it's ok to throw.
if ( m_pCine )
{
Vector vecToss = g_vecZero ;
if ( m_hTargetEnt ! = NULL & & m_pCine - > PreciseAttack ( ) )
{
vecToss = VecCheckToss ( pev , GetGunPosition ( ) , m_hTargetEnt - > pev - > origin , 0.5 ) ;
}
if ( vecToss = = g_vecZero )
{
vecToss = ( gpGlobals - > v_forward * 0.5 + gpGlobals - > v_up * 0.5 ) . Normalize ( ) * gSkillData . hgruntGrenadeSpeed ;
}
CGrenade : : ShootTimed ( pev , GetGunPosition ( ) , vecToss , 3.5 ) ;
}
else
CGrenade : : ShootTimed ( pev , GetGunPosition ( ) , m_vecTossVelocity , 3.5 ) ;
m_fThrowGrenade = FALSE ;
m_flNextGrenadeCheck = gpGlobals - > time + 6 ; // wait six seconds before even looking again to see if a grenade can be thrown.
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break ;
case HGRUNT_AE_GREN_LAUNCH :
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/glauncher.wav " , 0.8 , ATTN_NORM ) ;
//LRC: firing due to a script?
if ( m_pCine )
{
Vector vecToss ;
if ( m_hTargetEnt ! = NULL & & m_pCine - > PreciseAttack ( ) )
vecToss = VecCheckThrow ( pev , GetGunPosition ( ) , m_hTargetEnt - > pev - > origin , gSkillData . hgruntGrenadeSpeed , 0.5 ) ;
else
{
// just shoot diagonally up+forwards
UTIL_MakeVectors ( pev - > angles ) ;
vecToss = ( gpGlobals - > v_forward * 0.5 + gpGlobals - > v_up * 0.5 ) . Normalize ( ) * gSkillData . hgruntGrenadeSpeed ;
}
CGrenade : : ShootContact ( pev , GetGunPosition ( ) , vecToss ) ;
}
else
CGrenade : : ShootContact ( pev , GetGunPosition ( ) , m_vecTossVelocity ) ;
m_fThrowGrenade = FALSE ;
if ( g_iSkillLevel = = SKILL_HARD )
m_flNextGrenadeCheck = gpGlobals - > time + RANDOM_FLOAT ( 2 , 5 ) ; // wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals - > time + 6 ; // wait six seconds before even looking again to see if a grenade can be thrown.
}
break ;
case HGRUNT_AE_GREN_DROP :
{
UTIL_MakeVectors ( pev - > angles ) ;
CGrenade : : ShootTimed ( pev , pev - > origin + gpGlobals - > v_forward * 17 - gpGlobals - > v_right * 27 + gpGlobals - > v_up * 6 , g_vecZero , 3 ) ;
}
break ;
case HGRUNT_AE_BURST1 :
{
// ALERT(at_console, "-------- grunt burst 1\n");
if ( FBitSet ( pev - > weapons , HGRUNT_9MMAR ) )
{
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if ( m_cAmmoLoaded > 0 )
{
if ( RANDOM_LONG ( 0 , 1 ) )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " diversant/gr_mgun1.wav " , 1 , ATTN_NORM ) ;
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " diversant/gr_mgun2.wav " , 1 , ATTN_NORM ) ;
}
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
}
Shoot ( ) ;
}
else
{
Shotgun ( ) ;
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/sbarrel1.wav " , 1 , ATTN_NORM ) ;
}
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
}
break ;
case HGRUNT_AE_BURST2 :
case HGRUNT_AE_BURST3 :
Shoot ( ) ;
break ;
case HGRUNT_AE_KICK :
{
CBaseEntity * pHurt = Kick ( ) ;
if ( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors ( pev - > angles ) ;
pHurt - > pev - > punchangle . x = 15 ;
pHurt - > pev - > velocity = pHurt - > pev - > velocity + gpGlobals - > v_forward * 100 + gpGlobals - > v_up * 50 ;
pHurt - > TakeDamage ( pev , pev , gSkillData . hgruntDmgKick , DMG_CLUB ) ;
}
}
break ;
case HGRUNT_AE_CAUGHT_ENEMY :
{
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_ALERT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
}
default :
CSquadMonster : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// Spawn
//=========================================================
void CHGrunt : : Spawn ( )
{
Precache ( ) ;
// buz: rename to monster_human_grunt if set as monster_diversant
pev - > classname = MAKE_STRING ( " monster_human_grunt " ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/diversant.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
if ( pev - > health = = 0 )
pev - > health = gSkillData . hgruntHealth ;
m_flFieldOfView = 0.2 ; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = HGRUNT_SENT_NONE ;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_fEnemyEluded = FALSE ;
m_fFirstEncounter = TRUE ; // this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
if ( pev - > weapons = = 0 )
{
// initialize to original values
pev - > weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE ;
}
// buz: pev->body is head stuff number
int headstuff = pev - > body ;
pev - > body = 0 ;
SetBodygroup ( DIVERSANT_HEADSTUFF_GROUP , headstuff ) ;
// hack for studiomodelrenderer to draw goggles
if ( headstuff = = DIVERSANT_HEADSTUFF_PNV )
pev - > renderfx = 50 ;
// buz: pev->effects is ammunition number
int backpack = pev - > effects ;
SetBodygroup ( DIVERSANT_AMMUNITION_GROUP , backpack ) ;
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
{
SetBodygroup ( DIVERSANT_GUN_GROUP , DIVERSANT_GUN_SHOTGUN ) ;
m_cClipSize = 8 ;
}
else
{
SetBodygroup ( DIVERSANT_GUN_GROUP , DIVERSANT_GUN_MP5 ) ;
m_cClipSize = GRUNT_CLIP_SIZE ;
}
m_cAmmoLoaded = m_cClipSize ;
CTalkMonster : : g_talkWaitTime = 0 ;
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
m_iDeadAmmo = 0 ;
MonsterInit ( ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHGrunt : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/diversant.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
PRECACHE_MODEL ( " models/mask.mdl " ) ; // buz test
PRECACHE_SOUND ( " diversant/gr_mgun1.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_mgun2.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_die1.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_die2.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_die3.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain1.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain2.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain3.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain4.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain5.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_reload1.wav " ) ;
PRECACHE_SOUND ( " weapons/glauncher.wav " ) ;
PRECACHE_SOUND ( " weapons/sbarrel1.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
PRECACHE_SOUND ( " items/9mmclip1.wav " ) ;
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
m_iBrassShell = PRECACHE_MODEL ( " models/shell.mdl " ) ; // brass shell
m_iShotgunShell = PRECACHE_MODEL ( " models/shotgunshell.mdl " ) ;
}
//=========================================================
// start task
//=========================================================
void CHGrunt : : StartTask ( Task_t * pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING ;
switch ( pTask - > iTask )
{
case TASK_GRUNT_CHECK_FIRE :
if ( ! NoFriendlyFire ( ) )
{
SetConditions ( bits_COND_GRUNT_NOFIRE ) ;
}
TaskComplete ( ) ;
break ;
case TASK_GRUNT_MOVE_SHOOTING : // buz
if ( FRouteClear ( ) )
TaskComplete ( ) ;
Forget ( bits_MEMORY_INCOVER ) ;
pev - > gaitsequence = LookupSequence ( " run " ) ; // test
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
m_IdealActivity = ACT_USE ; // special shoot anim (blended)
else
m_IdealActivity = ACT_GUARD ; // special wait anim (blended)
break ;
case TASK_GRUNT_SPEAK_SENTENCE :
SpeakSentence ( ) ;
TaskComplete ( ) ;
break ;
case TASK_WALK_PATH :
case TASK_RUN_PATH :
// grunt no longer assumes he is covered if he moves
Forget ( bits_MEMORY_INCOVER ) ;
CSquadMonster : : StartTask ( pTask ) ;
break ;
case TASK_RELOAD :
m_IdealActivity = ACT_RELOAD ;
break ;
case TASK_GRUNT_FACE_TOSS_DIR :
break ;
case TASK_FACE_IDEAL :
case TASK_FACE_ENEMY :
CSquadMonster : : StartTask ( pTask ) ;
if ( pev - > movetype = = MOVETYPE_FLY )
{
m_IdealActivity = ACT_GLIDE ;
}
break ;
default :
CSquadMonster : : StartTask ( pTask ) ;
break ;
}
}
//=========================================================
// RunTask
//=========================================================
void CHGrunt : : RunTask ( Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_GRUNT_FACE_TOSS_DIR :
{
// project a point along the toss vector and turn to face that point.
SetIdealYawToTargetAndUpdate ( pev - > origin + m_vecTossVelocity * 64 , AI_KEEP_YAW_SPEED ) ;
if ( FacingIdeal ( ) )
{
m_iTaskStatus = TASKSTATUS_COMPLETE ;
}
break ;
}
case TASK_GRUNT_MOVE_SHOOTING : // buz
{
SetIdealYawToTargetAndUpdate ( m_vecEnemyLKP , AI_KEEP_YAW_SPEED ) ;
if ( m_fSequenceFinished )
{
if ( MovementIsComplete ( ) | | HasConditions ( bits_COND_ENEMY_DEAD ) )
{
TaskComplete ( ) ;
RouteClear ( ) ; // Stop moving
m_Activity = ACT_RESET ;
break ;
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
m_IdealActivity = ACT_USE ; // special shoot anim (blended)
else
m_IdealActivity = ACT_GUARD ; // special wait anim (blended)
}
break ;
}
default :
{
CSquadMonster : : RunTask ( pTask ) ;
break ;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CHGrunt : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
#if 0
if ( RANDOM_LONG ( 0 , 99 ) < 5 )
{
// pain sentences are rare
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " HG_PAIN " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , PITCH_NORM ) ;
JustSpoke ( ) ;
return ;
}
}
# endif
switch ( RANDOM_LONG ( 0 , 6 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_pain3.wav " , 1 , ATTN_NORM ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_pain4.wav " , 1 , ATTN_NORM ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_pain5.wav " , 1 , ATTN_NORM ) ;
break ;
case 3 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_pain1.wav " , 1 , ATTN_NORM ) ;
break ;
case 4 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_pain2.wav " , 1 , ATTN_NORM ) ;
break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHGrunt : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_die1.wav " , 1 , ATTN_IDLE ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_die2.wav " , 1 , ATTN_IDLE ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " diversant/gr_die3.wav " , 1 , ATTN_IDLE ) ;
break ;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// GruntFail
//=========================================================
Task_t tlGruntFail [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT , ( float ) 2 } ,
{ TASK_WAIT_PVS , ( float ) 0 } ,
} ;
Schedule_t slGruntFail [ ] =
{
{
tlGruntFail ,
ARRAYSIZE ( tlGruntFail ) ,
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 ,
0 ,
" Grunt Fail "
} ,
} ;
//=========================================================
// Grunt Combat Fail
//=========================================================
Task_t tlGruntCombatFail [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT_FACE_ENEMY , ( float ) 2 } ,
{ TASK_WAIT_PVS , ( float ) 0 } ,
} ;
Schedule_t slGruntCombatFail [ ] =
{
{
tlGruntCombatFail ,
ARRAYSIZE ( tlGruntCombatFail ) ,
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" Grunt Combat Fail "
} ,
} ;
//=========================================================
// Victory dance!
//=========================================================
Task_t tlGruntVictoryDance [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_WAIT , ( float ) 1.5 } ,
{ TASK_GET_PATH_TO_ENEMY_CORPSE , ( float ) 0 } ,
{ TASK_WALK_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_VICTORY_DANCE } ,
} ;
Schedule_t slGruntVictoryDance [ ] =
{
{
tlGruntVictoryDance ,
ARRAYSIZE ( tlGruntVictoryDance ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE ,
0 ,
" GruntVictoryDance "
} ,
} ;
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlGruntEstablishLineOfFire [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_GRUNT_ELOF_FAIL } ,
{ TASK_GET_PATH_TO_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
// { TASK_GRUNT_MOVE_SHOOTING, (float)0 }, // buz: TEST TEST TEST
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
} ;
Schedule_t slGruntEstablishLineOfFire [ ] =
{
{
tlGruntEstablishLineOfFire ,
ARRAYSIZE ( tlGruntEstablishLineOfFire ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" GruntEstablishLineOfFire "
} ,
} ;
//=========================================================
// GruntFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlGruntFoundEnemy [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_SIGNAL1 } ,
} ;
Schedule_t slGruntFoundEnemy [ ] =
{
{
tlGruntFoundEnemy ,
ARRAYSIZE ( tlGruntFoundEnemy ) ,
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" GruntFoundEnemy "
} ,
} ;
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlGruntCombatFace1 [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_WAIT , ( float ) 1.5 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_GRUNT_SWEEP } ,
} ;
Schedule_t slGruntCombatFace [ ] =
{
{
tlGruntCombatFace1 ,
ARRAYSIZE ( tlGruntCombatFace1 ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" Combat Face "
} ,
} ;
//=========================================================
// Suppressing fire - don't stop shooting until the clip is
// empty or grunt gets hurt.
//=========================================================
Task_t tlGruntSignalSuppress [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_SIGNAL2 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slGruntSignalSuppress [ ] =
{
{
tlGruntSignalSuppress ,
ARRAYSIZE ( tlGruntSignalSuppress ) ,
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" SignalSuppress "
} ,
} ;
Task_t tlGruntSuppress [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slGruntSuppress [ ] =
{
{
tlGruntSuppress ,
ARRAYSIZE ( tlGruntSuppress ) ,
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" Suppress "
} ,
} ;
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlGruntWaitInCover [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT_FACE_ENEMY , ( float ) 1 } ,
} ;
Schedule_t slGruntWaitInCover [ ] =
{
{
tlGruntWaitInCover ,
ARRAYSIZE ( tlGruntWaitInCover ) ,
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 ,
bits_SOUND_DANGER ,
" GruntWaitInCover "
} ,
} ;
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlGruntTakeCover1 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_GRUNT_TAKECOVER_FAILED } ,
{ TASK_WAIT , ( float ) 0.2 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_GRUNT_WAIT_FACE_ENEMY } ,
} ;
Schedule_t slGruntTakeCover [ ] =
{
{
tlGruntTakeCover1 ,
ARRAYSIZE ( tlGruntTakeCover1 ) ,
0 ,
0 ,
" TakeCover "
} ,
} ;
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntGrenadeCover1 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 99 } ,
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY , ( float ) 384 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_SPECIAL_ATTACK1 } ,
{ TASK_CLEAR_MOVE_WAIT , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_GRUNT_WAIT_FACE_ENEMY } ,
} ;
Schedule_t slGruntGrenadeCover [ ] =
{
{
tlGruntGrenadeCover1 ,
ARRAYSIZE ( tlGruntGrenadeCover1 ) ,
0 ,
0 ,
" GrenadeCover "
} ,
} ;
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntTossGrenadeCover1 [ ] =
{
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_RANGE_ATTACK2 , ( float ) 0 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_TAKE_COVER_FROM_ENEMY } ,
} ;
Schedule_t slGruntTossGrenadeCover [ ] =
{
{
tlGruntTossGrenadeCover1 ,
ARRAYSIZE ( tlGruntTossGrenadeCover1 ) ,
0 ,
0 ,
" TossGrenadeCover "
} ,
} ;
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlGruntTakeCoverFromBestSound [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_COWER } , // duck and cover if cannot move from explosion
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_BEST_SOUND , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_TURN_LEFT , ( float ) 179 } ,
} ;
Schedule_t slGruntTakeCoverFromBestSound [ ] =
{
{
tlGruntTakeCoverFromBestSound ,
ARRAYSIZE ( tlGruntTakeCoverFromBestSound ) ,
0 ,
0 ,
" GruntTakeCoverFromBestSound "
} ,
} ;
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlGruntHideReload [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_RELOAD } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_RELOAD } ,
} ;
Schedule_t slGruntHideReload [ ] =
{
{
tlGruntHideReload ,
ARRAYSIZE ( tlGruntHideReload ) ,
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" GruntHideReload "
}
} ;
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlGruntSweep [ ] =
{
{ TASK_TURN_LEFT , ( float ) 179 } ,
{ TASK_WAIT , ( float ) 1 } ,
{ TASK_TURN_LEFT , ( float ) 179 } ,
{ TASK_WAIT , ( float ) 1 } ,
} ;
Schedule_t slGruntSweep [ ] =
{
{
tlGruntSweep ,
ARRAYSIZE ( tlGruntSweep ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_HEAR_SOUND ,
bits_SOUND_WORLD | // sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER ,
" Grunt Sweep "
} ,
} ;
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlGruntRangeAttack1A [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, buz
{ TASK_FACE_ENEMY , ( float ) 0 } , // buz
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slGruntRangeAttack1A [ ] =
{
{
tlGruntRangeAttack1A ,
ARRAYSIZE ( tlGruntRangeAttack1A ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" Range Attack1A "
} ,
} ;
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlGruntRangeAttack1B [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, buz
{ TASK_FACE_ENEMY , ( float ) 0 } , // buz
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GRUNT_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slGruntRangeAttack1B [ ] =
{
{
tlGruntRangeAttack1B ,
ARRAYSIZE ( tlGruntRangeAttack1B ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_LIGHT_DAMAGE | // buz: 1B is interruptable by light damage
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_GRUNT_NOFIRE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" Range Attack1B "
} ,
} ;
//=========================================================
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlGruntRangeAttack2 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_GRUNT_FACE_TOSS_DIR , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_RANGE_ATTACK2 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_GRUNT_WAIT_FACE_ENEMY } , // don't run immediately after throwing grenade.
} ;
Schedule_t slGruntRangeAttack2 [ ] =
{
{
tlGruntRangeAttack2 ,
ARRAYSIZE ( tlGruntRangeAttack2 ) ,
0 ,
0 ,
" RangeAttack2 "
} ,
} ;
//=========================================================
// repel
//=========================================================
Task_t tlGruntRepel [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_GLIDE } ,
} ;
Schedule_t slGruntRepel [ ] =
{
{
tlGruntRepel ,
ARRAYSIZE ( tlGruntRepel ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel "
} ,
} ;
//=========================================================
// repel
//=========================================================
Task_t tlGruntRepelAttack [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_FLY } ,
} ;
Schedule_t slGruntRepelAttack [ ] =
{
{
tlGruntRepelAttack ,
ARRAYSIZE ( tlGruntRepelAttack ) ,
bits_COND_ENEMY_OCCLUDED ,
0 ,
" Repel Attack "
} ,
} ;
//=========================================================
// repel land
//=========================================================
Task_t tlGruntRepelLand [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_LAND } ,
{ TASK_GET_PATH_TO_LASTPOSITION , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_CLEAR_LASTPOSITION , ( float ) 0 } ,
} ;
Schedule_t slGruntRepelLand [ ] =
{
{
tlGruntRepelLand ,
ARRAYSIZE ( tlGruntRepelLand ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel Land "
} ,
} ;
//=========================================================
// buz: duck and wait couple seconds behind the barrel, crate, etc..
//=========================================================
Task_t tlGruntDuckAndCoverWait [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_GRUNT_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_TWITCH } ,
{ TASK_WAIT , ( float ) 3 } , // randomize a bit?
} ;
Schedule_t slGruntDuckAndCoverWait [ ] =
{
{
tlGruntDuckAndCoverWait ,
ARRAYSIZE ( tlGruntDuckAndCoverWait ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
// bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CROUCH_NOT_SAFE | // buz: terminate, if crouching is not safe more
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" DuckAndCover! "
} ,
} ;
/*
// ====================================
// SCHED_GRUNT_RUN_SHOOTING - buz
// ====================================
Task_t tlGruntRepelLand [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GET_PATH_TO_LASTPOSITION , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_CLEAR_LASTPOSITION , ( float ) 0 } ,
} ;
Schedule_t slGruntRepelLand [ ] =
{
{
tlGruntRepelLand ,
ARRAYSIZE ( tlGruntRepelLand ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel Land "
} ,
} ; */
DEFINE_CUSTOM_SCHEDULES ( CHGrunt )
{
slGruntFail ,
slGruntCombatFail ,
slGruntVictoryDance ,
slGruntEstablishLineOfFire ,
slGruntFoundEnemy ,
slGruntCombatFace ,
slGruntSignalSuppress ,
slGruntSuppress ,
slGruntWaitInCover ,
slGruntTakeCover ,
slGruntGrenadeCover ,
slGruntTossGrenadeCover ,
slGruntTakeCoverFromBestSound ,
slGruntHideReload ,
slGruntSweep ,
slGruntRangeAttack1A ,
slGruntRangeAttack1B ,
slGruntRangeAttack2 ,
slGruntRepel ,
slGruntRepelAttack ,
slGruntRepelLand ,
slGruntDuckAndCoverWait , // buz
} ;
IMPLEMENT_CUSTOM_SCHEDULES ( CHGrunt , CSquadMonster ) ;
//=========================================================
// SetActivity
//=========================================================
void CHGrunt : : SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
switch ( NewActivity )
{
case ACT_RANGE_ATTACK1 :
// grunt is either shooting standing or shooting crouched
if ( FBitSet ( pev - > weapons , HGRUNT_9MMAR ) )
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing_mp5 " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching_mp5 " ) ;
}
}
else
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing_shotgun " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching_shotgun " ) ;
}
}
break ;
case ACT_RANGE_ATTACK2 :
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( pev - > weapons & HGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence ( " throwgrenade " ) ;
}
// LRC: added a test to stop a marine without a launcher from firing.
else if ( pev - > weapons & HGRUNT_GRENADELAUNCHER )
{
// get launch anim
iSequence = LookupSequence ( " launchgrenade " ) ;
}
else
{
// ALERT( at_debug, "No grenades available. "); // flow into the error message we get at the end...
}
break ;
case ACT_RUN :
if ( pev - > health < = HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_run_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_WALK :
if ( pev - > health < = HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_walk_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_IDLE :
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY ;
}
iSequence = LookupActivity ( NewActivity ) ;
break ;
default :
iSequence = LookupActivity ( NewActivity ) ;
break ;
}
m_Activity = NewActivity ; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev - > sequence ! = iSequence | | ! m_fSequenceLoops )
{
pev - > frame = 0 ;
}
pev - > sequence = iSequence ; // Set to the reset anim (if it's there)
ResetSequenceInfo ( ) ;
RecalculateYawSpeed ( ) ;
}
else
{
// Not available try to get default anim
ALERT ( at_debug , " %s has no sequence for act:%s \n " , STRING ( pev - > classname ) , GetNameForActivity ( NewActivity ) ) ;
pev - > sequence = 0 ; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t * CHGrunt : : GetSchedule ( void )
{
// clear old sentence
m_iSentence = HGRUNT_SENT_NONE ;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev - > movetype = = MOVETYPE_FLY & & m_MonsterState ! = MONSTERSTATE_PRONE )
{
if ( pev - > flags & FL_ONGROUND )
{
// just landed
pev - > movetype = MOVETYPE_STEP ;
return GetScheduleOfType ( SCHED_GRUNT_REPEL_LAND ) ;
}
else
{
// repel down a rope,
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_GRUNT_REPEL_ATTACK ) ;
else
return GetScheduleOfType ( SCHED_GRUNT_REPEL ) ;
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions ( bits_COND_HEAR_SOUND ) )
{
CSound * pSound ;
pSound = PBestSound ( ) ;
ASSERT ( pSound ! = NULL ) ;
if ( pSound )
{
if ( pSound - > m_iType & bits_SOUND_DANGER )
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_GREN " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ;
}
// buz: this was commented. Why?
if ( ! HasConditions ( bits_COND_SEE_ENEMY ) & & ( pSound - > m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
{
SetIdealYawToTargetAndUpdate ( pSound - > m_vecOrigin ) ;
}
}
}
switch ( m_MonsterState )
{
2020-08-31 18:55:47 +02:00
case MONSTERSTATE_IDLE : // buz: перезарядиться, если врага нет и магазин полупуст
2020-08-31 18:50:41 +02:00
case MONSTERSTATE_ALERT :
if ( m_cAmmoLoaded < m_cClipSize / 2 )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
break ;
case MONSTERSTATE_COMBAT :
{
// dead enemy
if ( HasConditions ( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster : : GetSchedule ( ) ;
}
// new enemy
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
{
if ( InSquad ( ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
if ( ! IsLeader ( ) )
{
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
// ALERT(at_aiconsole,"leader spotted player!\n");
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
if ( m_hEnemy ! = NULL )
{
if ( m_hEnemy - > IsPlayer ( ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_ALERT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
else if ( ( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MILITARY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MONSTER ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREDATOR ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_MONST " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
}
JustSpoke ( ) ;
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD ) ;
else
return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ) ;
}
// damaged just a little
else if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
{
/* // if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 & & m_hEnemy ! = NULL )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_COVER ;
//JustSpoke();
}
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
} */
int iPercent ;
// buz: 90% to duck and cover, if can
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) & & m_hEnemy ! = NULL )
{
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 )
return GetScheduleOfType ( SCHED_GRUNT_DUCK_COVER_WAIT ) ; // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 50 & & m_hEnemy ! = NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_COVER ;
//JustSpoke();
}
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ) ;
}
// can grenade launch
else if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad ( ) )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader ( ) - > m_fEnemyEluded & & ! HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY ) ;
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else
{
// hide!
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
}
// can't see enemy
else if ( HasConditions ( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_THROW " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_CHARGE ;
//JustSpoke();
}
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if ( FOkToSpeak ( ) & & RANDOM_LONG ( 0 , 1 ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_TAUNT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_STANDOFF ) ;
}
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
// no special cases here, call the base class
return CSquadMonster : : GetSchedule ( ) ;
}
//=========================================================
//=========================================================
Schedule_t * CHGrunt : : GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY :
{
if ( InSquad ( ) )
{
if ( g_iSkillLevel = = SKILL_HARD & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " DV_THROW " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return slGruntTossGrenadeCover ;
}
else
{
return & slGruntTakeCover [ 0 ] ;
}
}
else
{
if ( OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) & & RANDOM_LONG ( 0 , 1 ) )
{
return & slGruntGrenadeCover [ 0 ] ;
}
else
{
return & slGruntTakeCover [ 0 ] ;
}
}
}
case SCHED_GRUNT_DUCK_COVER_WAIT : // buz
{
return & slGruntDuckAndCoverWait [ 0 ] ;
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND :
{
return & slGruntTakeCoverFromBestSound [ 0 ] ;
}
case SCHED_GRUNT_TAKECOVER_FAILED :
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) & & OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
return GetScheduleOfType ( SCHED_FAIL ) ;
}
break ;
case SCHED_GRUNT_ELOF_FAIL :
{
// human grunt is unable to move to a position that allows him to attack the enemy.
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
break ;
case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE :
{
return & slGruntEstablishLineOfFire [ 0 ] ;
}
break ;
case SCHED_RANGE_ATTACK1 :
{
// randomly stand or crouch
// buz: use CheckRangedAttack1's recommendations
switch ( m_iLastFireCheckResult )
{
case 0 : // fire any
default :
if ( RANDOM_LONG ( 0 , 5 ) = = 0 )
m_fStanding = RANDOM_LONG ( 0 , 1 ) ;
break ;
case 1 : // only crouched
m_fStanding = FALSE ;
break ;
case 2 : // only standing
m_fStanding = TRUE ;
break ;
}
/* if (m_fStanding)
return & slGruntRangeAttack1B [ 0 ] ;
else
return & slGruntRangeAttack1A [ 0 ] ; */
// buz: 1B is interruptable - use it if grunt can fast take cover when hit
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) )
return & slGruntRangeAttack1B [ 0 ] ;
else
return & slGruntRangeAttack1A [ 0 ] ;
}
case SCHED_RANGE_ATTACK2 :
{
return & slGruntRangeAttack2 [ 0 ] ;
}
case SCHED_COMBAT_FACE :
{
return & slGruntCombatFace [ 0 ] ;
}
case SCHED_GRUNT_WAIT_FACE_ENEMY :
{
return & slGruntWaitInCover [ 0 ] ;
}
case SCHED_GRUNT_SWEEP :
{
return & slGruntSweep [ 0 ] ;
}
case SCHED_GRUNT_COVER_AND_RELOAD :
{
return & slGruntHideReload [ 0 ] ;
}
case SCHED_GRUNT_FOUND_ENEMY :
{
return & slGruntFoundEnemy [ 0 ] ;
}
case SCHED_VICTORY_DANCE :
{
if ( InSquad ( ) )
{
if ( ! IsLeader ( ) )
{
return & slGruntFail [ 0 ] ;
}
}
return & slGruntVictoryDance [ 0 ] ;
}
case SCHED_GRUNT_SUPPRESS :
{
// buz: use CheckRangedAttack1's recommendations
switch ( m_iLastFireCheckResult )
{
case 0 : // fire any
default :
if ( RANDOM_LONG ( 0 , 5 ) = = 0 )
m_fStanding = RANDOM_LONG ( 0 , 1 ) ;
break ;
case 1 : // only crouched
m_fStanding = FALSE ;
break ;
case 2 : // only standing
m_fStanding = TRUE ;
break ;
}
if ( m_hEnemy - > IsPlayer ( ) & & m_fFirstEncounter )
{
m_fFirstEncounter = FALSE ; // after first encounter, leader won't issue handsigns anymore when he has a new enemy
return & slGruntSignalSuppress [ 0 ] ;
}
else
{
return & slGruntSuppress [ 0 ] ;
}
}
case SCHED_FAIL :
{
if ( m_hEnemy ! = NULL )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return & slGruntCombatFail [ 0 ] ;
}
return & slGruntFail [ 0 ] ;
}
case SCHED_GRUNT_REPEL :
{
if ( pev - > velocity . z > - 128 )
pev - > velocity . z - = 32 ;
return & slGruntRepel [ 0 ] ;
}
case SCHED_GRUNT_REPEL_ATTACK :
{
if ( pev - > velocity . z > - 128 )
pev - > velocity . z - = 32 ;
return & slGruntRepelAttack [ 0 ] ;
}
case SCHED_GRUNT_REPEL_LAND :
{
return & slGruntRepelLand [ 0 ] ;
}
default :
{
return CSquadMonster : : GetScheduleOfType ( Type ) ;
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CHGruntRepel : public CBaseMonster
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void EXPORT RepelUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
int m_iSpriteTexture ; // Don't save, precache
} ;
LINK_ENTITY_TO_CLASS ( monster_grunt_repel , CHGruntRepel ) ;
void CHGruntRepel : : Spawn ( void )
{
Precache ( ) ;
pev - > solid = SOLID_NOT ;
SetUse ( & CHGruntRepel : : RepelUse ) ;
}
void CHGruntRepel : : Precache ( void )
{
UTIL_PrecacheOther ( " monster_human_grunt " ) ;
m_iSpriteTexture = PRECACHE_MODEL ( " sprites/rope.spr " ) ;
}
void CHGruntRepel : : RepelUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
TraceResult tr ;
UTIL_TraceLine ( pev - > origin , pev - > origin + Vector ( 0 , 0 , - 4096.0 ) , dont_ignore_monsters , ENT ( pev ) , & tr ) ;
/*
if ( tr . pHit & & Instance ( tr . pHit ) - > pev - > solid ! = SOLID_BSP )
return NULL ;
*/
CBaseEntity * pEntity = Create ( " monster_human_grunt " , pev - > origin , pev - > angles ) ;
CBaseMonster * pGrunt = pEntity - > MyMonsterPointer ( ) ;
pGrunt - > pev - > movetype = MOVETYPE_FLY ;
pGrunt - > pev - > velocity = Vector ( 0 , 0 , RANDOM_FLOAT ( - 196 , - 128 ) ) ;
pGrunt - > SetActivity ( ACT_GLIDE ) ;
// UNDONE: position?
pGrunt - > m_vecLastPosition = tr . vecEndPos ;
CBeam * pBeam = CBeam : : BeamCreate ( " sprites/rope.spr " , 10 ) ;
pBeam - > PointEntInit ( pev - > origin + Vector ( 0 , 0 , 112 ) , pGrunt - > entindex ( ) ) ;
pBeam - > SetFlags ( BEAM_FSOLID ) ;
pBeam - > SetColor ( 255 , 255 , 255 ) ;
pBeam - > SetThink ( & CBeam : : SUB_Remove ) ;
pBeam - > SetNextThink ( - 4096.0 * tr . flFraction / pGrunt - > pev - > velocity . z + 0.5 ) ;
UTIL_Remove ( this ) ;
}
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CDeadHGrunt : public CBaseMonster
{
public :
void Spawn ( void ) ;
int Classify ( void ) { return CLASS_HUMAN_MILITARY ; }
void KeyValue ( KeyValueData * pkvd ) ;
float MaxYawSpeed ( void ) { return 8.0f ; }
int m_iPose ; // which sequence to display -- temporary, don't need to save
static char * m_szPoses [ 3 ] ;
} ;
char * CDeadHGrunt : : m_szPoses [ ] = { " deadstomach " , " deadside " , " deadsitting " } ;
void CDeadHGrunt : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " pose " ) )
{
m_iPose = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseMonster : : KeyValue ( pkvd ) ;
}
LINK_ENTITY_TO_CLASS ( monster_hgrunt_dead , CDeadHGrunt ) ;
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadHGrunt : : Spawn ( void )
{
int oldBody ;
PRECACHE_MODEL ( " models/diversant.mdl " ) ;
PRECACHE_MODEL ( " models/mask.mdl " ) ;
SET_MODEL ( ENT ( pev ) , " models/diversant.mdl " ) ;
pev - > sequence = 0 ;
m_bloodColor = BLOOD_COLOR_RED ;
pev - > sequence = LookupSequence ( m_szPoses [ m_iPose ] ) ;
if ( pev - > sequence = = - 1 )
{
ALERT ( at_debug , " Dead hgrunt with bad pose \n " ) ;
}
// Corpses have less health
pev - > health = 8 ;
oldBody = pev - > body ;
pev - > body = 0 ;
SetBodygroup ( DIVERSANT_HEADSTUFF_GROUP , DIVERSANT_HEADSTUFF_NO ) ;
SetBodygroup ( DIVERSANT_GUN_GROUP , DIVERSANT_GUN_NONE ) ;
MonsterInitDead ( ) ;
}
// buz: overriden for grunts to fix model's bugs...
void CHGrunt : : SetEyePosition ( void )
{
Vector vecEyePosition ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
GetEyePosition ( pmodel , vecEyePosition ) ;
pev - > view_ofs = vecEyePosition ;
if ( pev - > view_ofs = = g_vecZero )
{
pev - > view_ofs = Vector ( 0 , 0 , 73 ) ;
// ALERT ( at_aiconsole, "using default view ofs for %s\n", STRING ( pev->classname ) );
}
}
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
void CHGrunt : : DeadUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( ! pActivator - > IsPlayer ( ) )
return ;
if ( FBitSet ( pev - > weapons , HGRUNT_9MMAR ) & & pActivator - > GiveAmmo ( m_iDeadAmmo , " ak " ) ! = - 1 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_ITEM , " items/9mmclip1.wav " , 1 , ATTN_NORM ) ;
m_iDeadAmmo = 0 ;
SetUse ( NULL ) ;
}
else if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) & & pActivator - > GiveAmmo ( m_iDeadAmmo , " buckshot " ) ! = - 1 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_ITEM , " items/9mmclip1.wav " , 1 , ATTN_NORM ) ;
m_iDeadAmmo = 0 ;
SetUse ( NULL ) ;
}
}
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
void CHGrunt : : Killed ( entvars_t * pevAttacker , int iGib )
{
if ( gSkillData . maxDeadEnemyAmmo > = 1 & & ! ShouldGibMonster ( iGib ) )
{
m_iDeadAmmo = RANDOM_LONG ( 1 , gSkillData . maxDeadEnemyAmmo ) ;
SetUse ( & CHGrunt : : DeadUse ) ;
}
CSquadMonster : : Killed ( pevAttacker , iGib ) ;
}
// ====================== DIVERSANTS WITH GLOCK ====================
# define DIVERSANT2_GUN_GROUP 3
# define DIVERSANT2_GUN_GLOCK 0
# define DIVERSANT2_GUN_NO 1
class CHGruntGlock : public CHGrunt
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
void Shoot ( void ) ;
void SetActivity ( Activity NewActivity ) ;
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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void EXPORT DeadUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void Killed ( entvars_t * pevAttacker , int iGib ) ;
} ;
LINK_ENTITY_TO_CLASS ( monster_diversant_pistol , CHGruntGlock ) ;
void CHGruntGlock : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/diversant_pistol.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
if ( pev - > health = = 0 )
pev - > health = gSkillData . hgruntHealth ;
m_flFieldOfView = 0.2 ; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = HGRUNT_SENT_NONE ;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_fEnemyEluded = FALSE ;
m_fFirstEncounter = TRUE ; // this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
// clear all bits except grenades
if ( FBitSet ( pev - > weapons , HGRUNT_HANDGRENADE ) )
pev - > weapons = HGRUNT_HANDGRENADE ;
else
pev - > weapons = 0 ;
// buz: pev->body is head stuff number
int headstuff = pev - > body ;
pev - > body = 0 ;
SetBodygroup ( DIVERSANT_HEADSTUFF_GROUP , headstuff ) ;
// hack for studiomodelrenderer to draw goggles
if ( headstuff = = DIVERSANT_HEADSTUFF_PNV )
pev - > renderfx = 50 ;
m_cClipSize = 14 ;
m_cAmmoLoaded = m_cClipSize ;
CTalkMonster : : g_talkWaitTime = 0 ;
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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m_iDeadAmmo = 0 ;
MonsterInit ( ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHGruntGlock : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/diversant_pistol.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
PRECACHE_MODEL ( " models/mask.mdl " ) ; // buz test
PRECACHE_SOUND ( " weapons/glock_fire.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_die1.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_die2.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_die3.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain1.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain2.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain3.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain4.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_pain5.wav " ) ;
PRECACHE_SOUND ( " diversant/gr_reload_glock.wav " ) ;
PRECACHE_SOUND ( " weapons/glauncher.wav " ) ;
PRECACHE_SOUND ( " weapons/sbarrel1.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
m_iBrassShell = PRECACHE_MODEL ( " models/shell.mdl " ) ; // brass shell
m_iShotgunShell = PRECACHE_MODEL ( " models/shotgunshell.mdl " ) ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHGruntGlock : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case HGRUNT_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( DIVERSANT2_GUN_GROUP , DIVERSANT2_GUN_NO ) ;
// now spawn a gun.
DropItem ( " weapon_glock " , vecGunPos , vecGunAngles ) ;
if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) )
{
DropItem ( " ammo_vog25 " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
}
}
break ;
case HGRUNT_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " diversant/gr_reload_glock.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_AE_BURST1 :
{
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if ( m_cAmmoLoaded > 0 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/glock_fire.wav " , 1 , ATTN_NORM ) ;
Shoot ( ) ;
}
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
}
break ;
default :
CHGrunt : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// Shoot
//=========================================================
void CHGruntGlock : : Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_5DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmgGlock ) ;
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
void CHGruntGlock : : SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
switch ( NewActivity )
{
case ACT_RANGE_ATTACK1 :
//iSequence = LookupActivity ( NewActivity );
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching " ) ;
}
break ;
case ACT_RANGE_ATTACK2 :
// get toss anim
iSequence = LookupSequence ( " throwgrenade " ) ;
break ;
case ACT_RUN :
if ( pev - > health < = HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_run_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_WALK :
if ( pev - > health < = HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_walk_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_IDLE :
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY ;
}
iSequence = LookupActivity ( NewActivity ) ;
break ;
default :
iSequence = LookupActivity ( NewActivity ) ;
break ;
}
m_Activity = NewActivity ; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev - > sequence ! = iSequence | | ! m_fSequenceLoops )
{
pev - > frame = 0 ;
}
pev - > sequence = iSequence ; // Set to the reset anim (if it's there)
ResetSequenceInfo ( ) ;
RecalculateYawSpeed ( ) ;
}
else
{
// Not available try to get default anim
ALERT ( at_debug , " %s has no sequence for act:%s \n " , STRING ( pev - > classname ) , GetNameForActivity ( NewActivity ) ) ;
pev - > sequence = 0 ; // Set to the reset anim (if it's there)
}
}
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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void CHGruntGlock : : DeadUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( ! pActivator - > IsPlayer ( ) )
return ;
if ( pActivator - > GiveAmmo ( m_iDeadAmmo , " barret " ) ! = - 1 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_ITEM , " items/9mmclip1.wav " , 1 , ATTN_NORM ) ;
m_iDeadAmmo = 0 ;
SetUse ( NULL ) ;
}
}
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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void CHGruntGlock : : Killed ( entvars_t * pevAttacker , int iGib )
{
if ( gSkillData . maxDeadEnemyAmmo > = 1 & & ! ShouldGibMonster ( iGib ) )
{
m_iDeadAmmo = RANDOM_LONG ( 1 , gSkillData . maxDeadEnemyAmmo ) ;
SetUse ( & CHGruntGlock : : DeadUse ) ;
}
CSquadMonster : : Killed ( pevAttacker , iGib ) ;
}
// ====================== TERRORISTS =============================
# define TERR_GUN_GROUP 2
# define TERR_GUN_AK 0
# define TERR_GUN_RPK 1
# define TERR_GUN_NONE 2
# define TERR_HEAD_GASMASK 3
class CTerror : public CHGrunt
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
int Classify ( void ) { return m_iClass ? m_iClass : CLASS_TERROR ; }
// int ISoundMask ( void );
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
// BOOL FCanCheckAttacks ( void );
// BOOL CheckMeleeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
// BOOL CheckRangeAttack2 ( float flDot, float flDist );
// void CheckAmmo ( void );
void SetActivity ( Activity NewActivity ) ;
// void StartTask ( Task_t *pTask );
// void RunTask ( Task_t *pTask );
void DeathSound ( void ) ;
void PainSound ( void ) ;
void IdleSound ( void ) ;
// Vector GetGunPosition( void );
void Shoot ( void ) ;
// void Shotgun ( void );
// void PrescheduleThink ( void );
void GibMonster ( void ) ;
void SpeakSentence ( void ) ;
// void ResetSequenceInfo ( );
int Save ( CSave & save ) ;
int Restore ( CRestore & restore ) ;
// CBaseEntity *Kick( void );
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
void TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType ) ;
int TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ;
// int IRelationship ( CBaseEntity *pTarget );
// BOOL FOkToSpeak( void );
// void JustSpoke( void );
// CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData [ ] ;
static const char * pTerrorSentences [ ] ;
int m_iNoGasDamage ;
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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void EXPORT DeadUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void Killed ( entvars_t * pevAttacker , int iGib ) ;
} ;
LINK_ENTITY_TO_CLASS ( monster_human_terror , CTerror ) ;
TYPEDESCRIPTION CTerror : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTerror , m_iNoGasDamage , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTerror , CHGrunt ) ;
const char * CTerror : : pTerrorSentences [ ] =
{
" TE_GREN " , // grenade scared grunt
" TE_ALERT " , // sees player
" TE_MONSTER " , // sees monster
" TE_COVER " , // running to cover
" TE_THROW " , // about to throw grenade
" TE_CHARGE " , // running out to get the enemy
" TE_TAUNT " , // say rude things
} ;
//=========================================================
// Spawn
//=========================================================
void CTerror : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/terror.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
if ( pev - > health = = 0 )
pev - > health = gSkillData . terrorHealth ;
m_flFieldOfView = 0.2 ; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = HGRUNT_SENT_NONE ;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_fEnemyEluded = FALSE ;
m_fFirstEncounter = TRUE ; // this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
int head = pev - > body ; // body is head number
pev - > body = 0 ;
SetBodygroup ( HEAD_GROUP , head ) ;
if ( head = = TERR_HEAD_GASMASK ) m_iNoGasDamage = 1 ;
else m_iNoGasDamage = 0 ;
if ( pev - > weapons = = 0 )
{
pev - > weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE ; // ak + grens
}
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) // rpk
{
SetBodygroup ( TERR_GUN_GROUP , TERR_GUN_RPK ) ;
m_cClipSize = 100 ; // hehe
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE ;
}
m_cAmmoLoaded = m_cClipSize ;
CTalkMonster : : g_talkWaitTime = 0 ;
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// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
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m_iDeadAmmo = 0 ;
MonsterInit ( ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CTerror : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/terror.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) // rpk
{
PRECACHE_SOUND ( " weapons/rpk_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/rpk_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/rpk_fire3.wav " ) ;
PRECACHE_SOUND ( " terror/ter_reload_rpk.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/rpk_shell.mdl " ) ;
}
else
{
PRECACHE_SOUND ( " weapons/ak74_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/ak74_fire2.wav " ) ;
PRECACHE_SOUND ( " terror/ter_reload_ak.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/ak74_shell.mdl " ) ;
}
PRECACHE_SOUND ( " terror/ter_die1.wav " ) ;
PRECACHE_SOUND ( " terror/ter_die2.wav " ) ;
PRECACHE_SOUND ( " terror/ter_die3.wav " ) ;
PRECACHE_SOUND ( " terror/ter_pain1.wav " ) ;
PRECACHE_SOUND ( " terror/ter_pain2.wav " ) ;
PRECACHE_SOUND ( " terror/ter_pain3.wav " ) ;
PRECACHE_SOUND ( " terror/ter_pain4.wav " ) ;
PRECACHE_SOUND ( " terror/ter_pain5.wav " ) ;
PRECACHE_SOUND ( " weapons/glauncher.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
}
// buz - overriden because terrorist with RPK cannot fire crouched
BOOL CTerror : : CheckRangeAttack1 ( float flDot , float flDist )
{
if ( ! HasConditions ( bits_COND_ENEMY_OCCLUDED ) & & flDist < = 2048 & & flDot > = 0.5 & & NoFriendlyFire ( ) )
{
TraceResult tr ;
if ( ! m_hEnemy - > IsPlayer ( ) & & flDist < = 64 )
{
// kick nonclients who are close enough, but don't shoot at them.
// ALERT(at_aiconsole, "== too close\n");
return FALSE ;
}
BOOL savedStanding = m_fStanding ;
m_fStanding = FALSE ; // buz: check chrouched fire first
Vector vecSrc = GetGunPosition ( ) ;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
if ( tr . flFraction = = 1.0 & & ! pev - > gaitsequence & & ! ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) )
{
// buz: we can fire crouched, now check for standing
m_fStanding = TRUE ;
vecSrc = GetGunPosition ( ) ;
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
m_fStanding = savedStanding ;
if ( tr . flFraction = = 1.0 )
{
// ALERT(at_aiconsole, "== shoot any\n");
m_iLastFireCheckResult = 0 ; // shoot as you wish
}
else
{
// ALERT(at_aiconsole, "== shoot crouched\n");
m_iLastFireCheckResult = 1 ; // only chrouched
}
return TRUE ;
}
else
{
// buz: cant fire crouching, maybe me or enemy in some kind of cover (or running). Check standing.
m_fStanding = TRUE ;
vecSrc = GetGunPosition ( ) ;
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
// BuzTestDrawLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), 255, 255, 0 );
m_fStanding = savedStanding ;
if ( tr . flFraction = = 1.0 )
{
// ALERT(at_aiconsole, "== shoot standing\n");
m_iLastFireCheckResult = 2 ; // buz: standing is our only one choice
return TRUE ;
}
else
{
// ALERT(at_aiconsole, "== cant fire\n");
m_iLastFireCheckResult = 0 ;
return FALSE ; // cant fire
}
}
}
return FALSE ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CTerror : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case HGRUNT_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( TERR_GUN_GROUP , TERR_GUN_NONE ) ;
// now spawn a gun.
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
DropItem ( " weapon_pkm " , vecGunPos , vecGunAngles ) ;
else
DropItem ( " weapon_ak74 " , vecGunPos , vecGunAngles ) ;
if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) )
DropItem ( " ammo_vog25 " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
}
break ;
case HGRUNT_AE_RELOAD :
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " terror/ter_reload_rpk.wav " , 1 , ATTN_NORM ) ;
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " terror/ter_reload_ak.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_AE_BURST1 :
// Shoot() will play sound
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
case HGRUNT_AE_BURST2 :
case HGRUNT_AE_BURST3 :
Shoot ( ) ;
break ;
case HGRUNT_AE_CAUGHT_ENEMY :
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_ALERT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
default :
CHGrunt : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// SetActivity
//=========================================================
void CTerror : : SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
switch ( NewActivity )
{
case ACT_RANGE_ATTACK1 :
// grunt is either shooting standing or shooting crouched
if ( FBitSet ( pev - > weapons , HGRUNT_9MMAR ) )
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing_mp5 " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching_mp5 " ) ;
}
}
else
{
// buz: no crouched shoot animation for RPK
iSequence = LookupSequence ( " machinegun_fire " ) ;
}
break ;
case ACT_RANGE_ATTACK2 :
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( pev - > weapons & HGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence ( " throwgrenade " ) ;
}
// LRC: added a test to stop a marine without a launcher from firing.
else if ( pev - > weapons & HGRUNT_GRENADELAUNCHER )
{
// get launch anim
iSequence = LookupSequence ( " launchgrenade " ) ;
}
else
{
// ALERT( at_debug, "No grenades available. "); // flow into the error message we get at the end...
}
break ;
case ACT_RUN :
if ( pev - > health < = HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_run_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_WALK :
if ( pev - > health < = HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_walk_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_IDLE :
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY ;
}
iSequence = LookupActivity ( NewActivity ) ;
break ;
default :
iSequence = LookupActivity ( NewActivity ) ;
break ;
}
m_Activity = NewActivity ; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev - > sequence ! = iSequence | | ! m_fSequenceLoops )
{
pev - > frame = 0 ;
}
pev - > sequence = iSequence ; // Set to the reset anim (if it's there)
ResetSequenceInfo ( ) ;
RecalculateYawSpeed ( ) ;
}
else
{
// Not available try to get default anim
ALERT ( at_debug , " %s has no sequence for act:%s \n " , STRING ( pev - > classname ) , GetNameForActivity ( NewActivity ) ) ;
pev - > sequence = 0 ; // Set to the reset anim (if it's there)
}
}
//=========================================================
// PainSound
//=========================================================
void CTerror : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
switch ( RANDOM_LONG ( 0 , 6 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_pain3.wav " , 1 , ATTN_NORM ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_pain4.wav " , 1 , ATTN_NORM ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_pain5.wav " , 1 , ATTN_NORM ) ;
break ;
case 3 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_pain1.wav " , 1 , ATTN_NORM ) ;
break ;
case 4 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_pain2.wav " , 1 , ATTN_NORM ) ;
break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CTerror : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_die1.wav " , 1 , ATTN_IDLE ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_die2.wav " , 1 , ATTN_IDLE ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " terror/ter_die3.wav " , 1 , ATTN_IDLE ) ;
break ;
}
}
//=========================================================
// Shoot
//=========================================================
void CTerror : : Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
if ( m_cAmmoLoaded > 0 )
{
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
if ( FBitSet ( pev - > weapons , HGRUNT_9MMAR ) )
{
switch ( RANDOM_LONG ( 0 , 1 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/ak74_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/ak74_fire2.wav " , 1 , ATTN_NORM ) ; break ;
}
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_7DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monTerDmgAK ) ;
}
else
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/rpk_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/rpk_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/rpk_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_10DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monTerDmgRPK ) ;
}
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
// ALERT(at_console, "grunt ammo has %d\n", m_cAmmoLoaded);
}
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
void CTerror : : SpeakSentence ( void )
{
if ( m_iSentence = = HGRUNT_SENT_NONE )
return ;
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , pTerrorSentences [ m_iSentence ] , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t * CTerror : : GetSchedule ( void )
{
// clear old sentence
m_iSentence = HGRUNT_SENT_NONE ;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev - > movetype = = MOVETYPE_FLY & & m_MonsterState ! = MONSTERSTATE_PRONE )
return CHGrunt : : GetSchedule ( ) ;
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions ( bits_COND_HEAR_SOUND ) )
{
CSound * pSound ;
pSound = PBestSound ( ) ;
ASSERT ( pSound ! = NULL ) ;
if ( pSound )
{
if ( pSound - > m_iType & bits_SOUND_DANGER )
{
// dangerous sound nearby!
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_GREN " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
// ALERT(at_aiconsole, "COVER FROM SOUND\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ;
}
/*
if ( ! HasConditions ( bits_COND_SEE_ENEMY ) & & ( pSound - > m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
{
SetIdealYawToTargetAndUpdate ( pSound - > m_vecOrigin ) ;
}
*/
}
}
switch ( m_MonsterState )
{
2020-08-31 18:55:47 +02:00
case MONSTERSTATE_IDLE : // buz: перезарядиться, если врага нет и магазин полупуст
2020-08-31 18:50:41 +02:00
case MONSTERSTATE_ALERT :
if ( m_cAmmoLoaded < m_cClipSize / 2 )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
break ;
case MONSTERSTATE_COMBAT :
{
// dead enemy
if ( HasConditions ( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster : : GetSchedule ( ) ;
}
// new enemy
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
{
if ( InSquad ( ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
if ( ! IsLeader ( ) )
{
// ALERT(at_aiconsole, "COVER FROM ENEMY (SQUAD)\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
// ALERT(at_aiconsole,"leader spotted player!\n");
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
if ( m_hEnemy ! = NULL )
{
if ( m_hEnemy - > IsPlayer ( ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_ALERT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
else if ( ( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MILITARY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MONSTER ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREDATOR ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_MONST " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
}
JustSpoke ( ) ;
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD ) ;
else
return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ) ;
}
// damaged just a little
else if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
{
int iPercent ;
// buz: 90% to duck and cover, if can
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) & & m_hEnemy ! = NULL )
{
// ALERT(at_console, "TERROR HIDES\n");
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 )
return GetScheduleOfType ( SCHED_GRUNT_DUCK_COVER_WAIT ) ; // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 50 & & m_hEnemy ! = NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_COVER ;
//JustSpoke();
}
// ALERT(at_console, "TERROR TAKES COVER\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
// ALERT(at_console, "TERROR FLINCHES\n");
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ) ;
}
// can grenade launch
else if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad ( ) )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader ( ) - > m_fEnemyEluded & & ! HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY ) ;
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else
{
// hide!
// ALERT(at_aiconsole, "COVER FROM ENEMY (HIDE)\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
}
// can't see enemy
else if ( HasConditions ( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_THROW " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_CHARGE ;
//JustSpoke();
}
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if ( FOkToSpeak ( ) & & RANDOM_LONG ( 0 , 1 ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_TAUNT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_STANDOFF ) ;
}
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
// no special cases here, call the base class
return CSquadMonster : : GetSchedule ( ) ;
}
//=========================================================
//=========================================================
Schedule_t * CTerror : : GetScheduleOfType ( int Type )
{
if ( Type = = SCHED_TAKE_COVER_FROM_ENEMY )
{
if ( InSquad ( ) )
{
if ( g_iSkillLevel = = SKILL_HARD & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_THROW " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return slGruntTossGrenadeCover ;
}
else
{
return & slGruntTakeCover [ 0 ] ;
}
}
else
{
if ( OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) & & RANDOM_LONG ( 0 , 1 ) )
{
return & slGruntGrenadeCover [ 0 ] ;
}
else
{
return & slGruntTakeCover [ 0 ] ;
}
}
}
else
return CHGrunt : : GetScheduleOfType ( Type ) ;
}
void CTerror : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
// terrorists doesnt have helmets
CSquadMonster : : TraceAttack ( pevAttacker , flDamage , vecDir , ptr , bitsDamageType ) ;
}
int CTerror : : TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType )
{
// buz: refuse gas damage while wearing gasmask
if ( m_iNoGasDamage & & ( bitsDamageType & DMG_NERVEGAS ) )
return 0 ;
Forget ( bits_MEMORY_INCOVER ) ;
return CSquadMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType ) ;
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CTerror : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( TERR_GUN_GROUP ) ! = TERR_GUN_NONE & & ! ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) )
{ // throw a gun if the grunt has one
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
CBaseEntity * pGun ;
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
{
pGun = DropItem ( " weapon_pkm " , vecGunPos , vecGunAngles ) ;
}
else
{
pGun = DropItem ( " weapon_ak74 " , vecGunPos , vecGunAngles ) ;
}
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) )
{
pGun = DropItem ( " ammo_vog25 " , vecGunPos , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
}
CBaseMonster : : GibMonster ( ) ;
}
void CTerror : : IdleSound ( void )
{
if ( FOkToSpeak ( ) & & ( g_fTerrorQuestion | | RANDOM_LONG ( 0 , 1 ) ) )
{
if ( ! g_fTerrorQuestion )
{
// ask question or make statement
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : // check in
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_CHECK " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
g_fTerrorQuestion = 1 ;
break ;
case 1 : // question
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_QUEST " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
g_fTerrorQuestion = 2 ;
break ;
case 2 : // statement
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_IDLE " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
}
}
else
{
switch ( g_fTerrorQuestion )
{
case 1 : // check in
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_CLEAR " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
case 2 : // question
SENTENCEG_PlayRndSz ( ENT ( pev ) , " TE_ANSWER " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
}
g_fTerrorQuestion = 0 ;
}
JustSpoke ( ) ;
}
}
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
void CTerror : : DeadUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( ! pActivator - > IsPlayer ( ) )
return ;
if ( FBitSet ( pev - > weapons , HGRUNT_9MMAR ) & & pActivator - > GiveAmmo ( m_iDeadAmmo , " ak " ) ! = - 1 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_ITEM , " items/9mmclip1.wav " , 1 , ATTN_NORM ) ;
m_iDeadAmmo = 0 ;
SetUse ( NULL ) ;
}
else if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) & & pActivator - > GiveAmmo ( m_iDeadAmmo , " rpk " ) ! = - 1 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_ITEM , " items/9mmclip1.wav " , 1 , ATTN_NORM ) ;
m_iDeadAmmo = 0 ;
SetUse ( NULL ) ;
}
}
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
void CTerror : : Killed ( entvars_t * pevAttacker , int iGib )
{
if ( gSkillData . maxDeadEnemyAmmo > = 1 & & ! ShouldGibMonster ( iGib ) )
{
m_iDeadAmmo = RANDOM_LONG ( 1 , gSkillData . maxDeadEnemyAmmo ) ;
SetUse ( & CTerror : : DeadUse ) ;
}
CSquadMonster : : Killed ( pevAttacker , iGib ) ;
}
// ======================== CLONES ==============================
class CClone : public CTerror
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
int Classify ( void ) { return m_iClass ? m_iClass : CLASS_ALIEN_MONSTER ; }
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
void DeathSound ( void ) ;
void PainSound ( void ) ;
void IdleSound ( void ) ;
void SpeakSentence ( void ) ;
// int Save( CSave &save );
// int Restore( CRestore &restore );
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
// static TYPEDESCRIPTION m_SaveData[];
static const char * pCloneSentences [ ] ;
} ;
LINK_ENTITY_TO_CLASS ( monster_soldier_clone , CClone ) ;
/*TYPEDESCRIPTION CClone::m_SaveData[] =
{
DEFINE_FIELD ( CClone , m_iNoGasDamage , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CClone , CTerror ) ; */
const char * CClone : : pCloneSentences [ ] =
{
" CL_GREN " , // grenade scared grunt
" CL_ALERT " , // sees player
" CL_MONSTER " , // sees monster
" CL_COVER " , // running to cover
" CL_THROW " , // about to throw grenade
" CL_CHARGE " , // running out to get the enemy
" CL_TAUNT " , // say rude things
} ;
//=========================================================
// Spawn
//=========================================================
void CClone : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/soldier_clon.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
if ( pev - > health = = 0 )
pev - > health = gSkillData . cloneHealth ;
m_flFieldOfView = 0.2 ; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = HGRUNT_SENT_NONE ;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_fEnemyEluded = FALSE ;
m_fFirstEncounter = TRUE ; // this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
int head = pev - > body ; // body is head number
pev - > body = 0 ;
SetBodygroup ( HEAD_GROUP , head ) ;
if ( pev - > weapons = = 0 )
{
pev - > weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE ; // ak + grens
}
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) // rpk
{
SetBodygroup ( TERR_GUN_GROUP , TERR_GUN_RPK ) ;
m_cClipSize = 100 ; // hehe
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE ;
}
m_cAmmoLoaded = m_cClipSize ;
CTalkMonster : : g_talkWaitTime = 0 ;
m_iNoGasDamage = 0 ;
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
m_iDeadAmmo = 0 ;
MonsterInit ( ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CClone : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/soldier_clon.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) // rpk
{
PRECACHE_SOUND ( " weapons/rpk_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/rpk_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/rpk_fire3.wav " ) ;
PRECACHE_SOUND ( " clone/cl_reload_rpk.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/rpk_shell.mdl " ) ;
}
else
{
PRECACHE_SOUND ( " weapons/ak74_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/ak74_fire2.wav " ) ;
PRECACHE_SOUND ( " clone/cl_reload_ak.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/ak74_shell.mdl " ) ;
}
PRECACHE_SOUND ( " clone/cl_die1.wav " ) ;
PRECACHE_SOUND ( " clone/cl_die2.wav " ) ;
PRECACHE_SOUND ( " clone/cl_die3.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain1.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain2.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain3.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain4.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain5.wav " ) ;
PRECACHE_SOUND ( " weapons/glauncher.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CClone : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case HGRUNT_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( TERR_GUN_GROUP , TERR_GUN_NONE ) ;
// now spawn a gun.
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
DropItem ( " weapon_pkm " , vecGunPos , vecGunAngles ) ;
else
DropItem ( " weapon_ak74 " , vecGunPos , vecGunAngles ) ;
if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) )
DropItem ( " ammo_vog25 " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
}
break ;
case HGRUNT_AE_RELOAD :
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) )
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " clone/cl_reload_rpk.wav " , 1 , ATTN_NORM ) ;
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " clone/cl_reload_ak.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_AE_BURST1 :
// Shoot() will play sound
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
case HGRUNT_AE_BURST2 :
case HGRUNT_AE_BURST3 :
Shoot ( ) ;
break ;
case HGRUNT_AE_CAUGHT_ENEMY :
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_ALERT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
default :
CTerror : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// PainSound
//=========================================================
void CClone : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
switch ( RANDOM_LONG ( 0 , 6 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_pain3.wav " , 1 , ATTN_NORM ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_pain4.wav " , 1 , ATTN_NORM ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_pain5.wav " , 1 , ATTN_NORM ) ;
break ;
case 3 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_pain1.wav " , 1 , ATTN_NORM ) ;
break ;
case 4 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_pain2.wav " , 1 , ATTN_NORM ) ;
break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CClone : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_die1.wav " , 1 , ATTN_IDLE ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_die2.wav " , 1 , ATTN_IDLE ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " clone/cl_die3.wav " , 1 , ATTN_IDLE ) ;
break ;
}
}
//=========================================================
// IdleSound
//=========================================================
void CClone : : IdleSound ( void )
{
// no idle sounds for clones!
/* if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1)))
{
if ( ! g_fTerrorQuestion )
{
// ask question or make statement
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : // check in
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_CHECK " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
g_fTerrorQuestion = 1 ;
break ;
case 1 : // question
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_QUEST " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
g_fTerrorQuestion = 2 ;
break ;
case 2 : // statement
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_IDLE " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
}
}
else
{
switch ( g_fTerrorQuestion )
{
case 1 : // check in
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_CLEAR " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
case 2 : // question
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_ANSWER " , HGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
break ;
}
g_fTerrorQuestion = 0 ;
}
JustSpoke ( ) ;
} */
}
void CClone : : SpeakSentence ( void )
{
if ( m_iSentence = = HGRUNT_SENT_NONE )
return ;
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , pCloneSentences [ m_iSentence ] , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t * CClone : : GetSchedule ( void )
{
// clear old sentence
m_iSentence = HGRUNT_SENT_NONE ;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev - > movetype = = MOVETYPE_FLY & & m_MonsterState ! = MONSTERSTATE_PRONE )
return CTerror : : GetSchedule ( ) ;
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions ( bits_COND_HEAR_SOUND ) )
{
CSound * pSound ;
pSound = PBestSound ( ) ;
ASSERT ( pSound ! = NULL ) ;
if ( pSound )
{
if ( pSound - > m_iType & bits_SOUND_DANGER )
{
// dangerous sound nearby!
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_GREN " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
// ALERT(at_aiconsole, "COVER FROM SOUND\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ;
}
/*
if ( ! HasConditions ( bits_COND_SEE_ENEMY ) & & ( pSound - > m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
{
SetIdealYawToTargetAndUpdate ( pSound - > m_vecOrigin ) ;
}
*/
}
}
switch ( m_MonsterState )
{
2020-08-31 18:55:47 +02:00
case MONSTERSTATE_IDLE : // buz: перезарядиться, если врага нет и магазин полупуст
2020-08-31 18:50:41 +02:00
case MONSTERSTATE_ALERT :
if ( m_cAmmoLoaded < m_cClipSize / 2 )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
break ;
case MONSTERSTATE_COMBAT :
{
// dead enemy
if ( HasConditions ( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster : : GetSchedule ( ) ;
}
// new enemy
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
{
if ( InSquad ( ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
if ( ! IsLeader ( ) )
{
// ALERT(at_aiconsole, "COVER FROM ENEMY (SQUAD)\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
// ALERT(at_aiconsole,"leader spotted player!\n");
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
if ( m_hEnemy ! = NULL )
{
// if (m_hEnemy->IsPlayer())
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_ALERT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
}
JustSpoke ( ) ;
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD ) ;
else
return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ) ;
}
// damaged just a little
else if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
{
int iPercent ;
// buz: 90% to duck and cover, if can
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) & & m_hEnemy ! = NULL )
{
// ALERT(at_console, "TERROR HIDES\n");
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 )
return GetScheduleOfType ( SCHED_GRUNT_DUCK_COVER_WAIT ) ; // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 50 & & m_hEnemy ! = NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_COVER ;
//JustSpoke();
}
// ALERT(at_console, "TERROR TAKES COVER\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
// ALERT(at_console, "TERROR FLINCHES\n");
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ) ;
}
// can grenade launch
else if ( FBitSet ( pev - > weapons , HGRUNT_GRENADELAUNCHER ) & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad ( ) )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader ( ) - > m_fEnemyEluded & & ! HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY ) ;
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else
{
// hide!
// ALERT(at_aiconsole, "COVER FROM ENEMY (HIDE)\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
}
// can't see enemy
else if ( HasConditions ( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_THROW " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_CHARGE ;
//JustSpoke();
}
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if ( FOkToSpeak ( ) & & RANDOM_LONG ( 0 , 1 ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_TAUNT " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_STANDOFF ) ;
}
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
// no special cases here, call the base class
return CSquadMonster : : GetSchedule ( ) ;
}
//=========================================================
//=========================================================
Schedule_t * CClone : : GetScheduleOfType ( int Type )
{
if ( Type = = SCHED_TAKE_COVER_FROM_ENEMY )
{
if ( InSquad ( ) )
{
if ( g_iSkillLevel = = SKILL_HARD & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) & & OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) )
{
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " CL_THROW " , HGRUNT_SENTENCE_VOLUME , GRUNT_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return slGruntTossGrenadeCover ;
}
else
{
return & slGruntTakeCover [ 0 ] ;
}
}
else
{
if ( OccupySlot ( bits_SLOTS_HGRUNT_GRENADE ) & & RANDOM_LONG ( 0 , 1 ) )
{
return & slGruntGrenadeCover [ 0 ] ;
}
else
{
return & slGruntTakeCover [ 0 ] ;
}
}
}
else
return CHGrunt : : GetScheduleOfType ( Type ) ;
}
class CCloneHeavy : public CClone
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( monster_soldier_clone_heavy , CCloneHeavy ) ;
//=========================================================
// Spawn
//=========================================================
void CCloneHeavy : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/soldier_clon_heavy.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
if ( pev - > health = = 0 )
pev - > health = gSkillData . cloneHealthHeavy ;
m_flFieldOfView = 0.2 ; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = HGRUNT_SENT_NONE ;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_fEnemyEluded = FALSE ;
m_fFirstEncounter = TRUE ; // this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
int head = pev - > body ; // body is head number
pev - > body = 0 ;
SetBodygroup ( HEAD_GROUP , head ) ;
if ( pev - > weapons = = 0 )
{
pev - > weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE ; // ak + grens
}
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) // rpk
{
SetBodygroup ( TERR_GUN_GROUP , TERR_GUN_RPK ) ;
m_cClipSize = 100 ; // hehe
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE ;
}
m_cAmmoLoaded = m_cClipSize ;
CTalkMonster : : g_talkWaitTime = 0 ;
m_iNoGasDamage = 0 ;
2020-08-31 18:55:47 +02:00
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
2020-08-31 18:50:41 +02:00
m_iDeadAmmo = 0 ;
MonsterInit ( ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCloneHeavy : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/soldier_clon_heavy.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
if ( FBitSet ( pev - > weapons , HGRUNT_SHOTGUN ) ) // rpk
{
PRECACHE_SOUND ( " weapons/rpk_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/rpk_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/rpk_fire3.wav " ) ;
PRECACHE_SOUND ( " clone/cl_reload_rpk.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/rpk_shell.mdl " ) ;
}
else
{
PRECACHE_SOUND ( " weapons/ak74_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/ak74_fire2.wav " ) ;
PRECACHE_SOUND ( " clone/cl_reload_ak.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/ak74_shell.mdl " ) ;
}
PRECACHE_SOUND ( " clone/cl_die1.wav " ) ;
PRECACHE_SOUND ( " clone/cl_die2.wav " ) ;
PRECACHE_SOUND ( " clone/cl_die3.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain1.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain2.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain3.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain4.wav " ) ;
PRECACHE_SOUND ( " clone/cl_pain5.wav " ) ;
PRECACHE_SOUND ( " weapons/glauncher.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
}