//===================================================================================================== // // Written by MaSTeR for PARANOIA 2 // //===================================================================================================== //Super Officer - an infected officer that spits his infected blood and kicks the player (melee attack) #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "nodes.h" #include "effects.h" #include "decals.h" #include "soundent.h" #include "game.h" //Specific defines #define OFFICER_RUN_SPEED 100 #define OFFICER_WALK_SPEED 70 #define OFFICER_WALK_INJURED_SPEED 50 #define OFFICER_SPIT_DISTANCE 256 #define OFFICER_MELEE_ATTACK_MIN_DIST 32 #define OFFICER_NEXT_SPIT_TIME 1.5f int iOfficerBlood; //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_OFFICER_HOP = LAST_COMMON_SCHEDULE + 1, }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_OFFICER_HOP = LAST_COMMON_TASK + 1, }; //========================================================= // Oficer's infected blood projectile //========================================================= class COfficerBlood : public CBaseEntity { public: void Spawn( void ); static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); void Touch( CBaseEntity *pOther ); void EXPORT Animate( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; int m_maxFrame; }; LINK_ENTITY_TO_CLASS( officerblood, COfficerBlood ); TYPEDESCRIPTION COfficerBlood::m_SaveData[] = { DEFINE_FIELD( COfficerBlood, m_maxFrame, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( COfficerBlood, CBaseEntity ); void COfficerBlood::Spawn( void ) { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING( "officerblood" ); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL(ENT(pev), "sprites/bigspit.spr"); pev->frame = 0; pev->scale = 0.5; UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; } void COfficerBlood::Animate( void ) { pev->nextthink = gpGlobals->time + 0.1; if ( pev->frame++ ) { if ( pev->frame > m_maxFrame ) { pev->frame = 0; } } } void COfficerBlood::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { COfficerBlood *pBlood = GetClassPtr( (COfficerBlood *)NULL ); pBlood->Spawn(); UTIL_SetOrigin( pBlood, vecStart ); pBlood->pev->velocity = vecVelocity; pBlood->pev->gravity = 1000; pBlood->pev->owner = ENT(pevOwner); pBlood->SetThink ( &COfficerBlood::Animate ); pBlood->pev->nextthink = gpGlobals->time + 0.1; } void COfficerBlood :: Touch ( CBaseEntity *pOther ) { TraceResult tr; int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90, 110 ); EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/acid1.wav", 1, ATTN_NORM, 0, iPitch ); switch ( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "superofficer/spithit1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "superofficer/spithit2.wav", 1, ATTN_NORM, 0, iPitch ); break; } if ( !pOther->pev->takedamage ) { // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_GREEN ); // make some flecks MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( tr.vecEndPos.x); // pos WRITE_COORD( tr.vecEndPos.y); WRITE_COORD( tr.vecEndPos.z); WRITE_COORD( tr.vecPlaneNormal.x); // dir WRITE_COORD( tr.vecPlaneNormal.y); WRITE_COORD( tr.vecPlaneNormal.z); WRITE_SHORT( iOfficerBlood ); // model WRITE_BYTE ( 5 ); // count WRITE_BYTE ( 30 ); // speed WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); } else { pOther->TakeDamage ( pev, pev, gSkillData.superofficerDmgBlood, DMG_GENERIC ); } SetThink ( &COfficerBlood::SUB_Remove ); pev->nextthink = gpGlobals->time; } //========================================================= // Monster's Anim Events Go Here //========================================================= #define OFFICER_AE_SPIT ( 1 ) #define OFFICER_AE_PUNCH ( 2 ) #define OFFICER_AE_KICK ( 3 ) class CSuperOfficer : public CBaseMonster { public: void Spawn( void ); void Precache( void ); int ISoundMask( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); float MaxYawSpeed( void ); void IdleSound( void ); void PainSound( void ); void DeathSound( void ); void AlertSound ( void ); void AttackSound( void ); void StartTask ( Task_t *pTask ); void RunTask ( Task_t *pTask ); BOOL CheckMeleeAttack1 ( float flDot, float flDist ); BOOL CheckMeleeAttack2 ( float flDot, float flDist ); BOOL CheckRangeAttack1 ( float flDot, float flDist ); BOOL CheckHop(); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType ( int Type ); int Save( CSave &save ); int Restore( CRestore &restore ); CUSTOM_SCHEDULES; static TYPEDESCRIPTION m_SaveData[]; float m_flNextSpitTime; }; LINK_ENTITY_TO_CLASS( monster_superofficer, CSuperOfficer ); TYPEDESCRIPTION CSuperOfficer::m_SaveData[] = { DEFINE_FIELD( CSuperOfficer, m_flNextSpitTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CSuperOfficer, CBaseMonster ); //========================================================= // CheckRangeAttack1 //========================================================= BOOL CSuperOfficer :: CheckRangeAttack1 ( float flDot, float flDist ) { if ( IsMoving() && flDist >= OFFICER_SPIT_DISTANCE) { return FALSE; } if ( flDist > 64 && flDist <= 128 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime ) { if ( m_hEnemy != NULL ) { if ( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 64 ) { // don't try to spit at someone up really high or down really low. return FALSE; } } if ( IsMoving() ) { // don't spit again for a long time, resume chasing enemy. m_flNextSpitTime = gpGlobals->time + 5; } else { // not moving, so spit again pretty soon. m_flNextSpitTime = gpGlobals->time + OFFICER_NEXT_SPIT_TIME; } return TRUE; } return FALSE; } BOOL CSuperOfficer :: CheckMeleeAttack1 ( float flDot, float flDist ) { if ( flDist <= 64 && flDot >= 0.7 ) { return TRUE; } return FALSE; } BOOL CSuperOfficer :: CheckMeleeAttack2 ( float flDot, float flDist ) { if (flDist <= 85 && flDot >= 0.7) { return TRUE; } return FALSE; } BOOL CSuperOfficer :: CheckHop() { TraceResult tr; Vector vecHopCheck = ( 0,0, gpGlobals->v_up * 128 ); if (m_hEnemy) { if( fabs(m_hEnemy->pev->origin.z - pev->origin.z) >= 32) { ALERT(at_console,"checking jump"); float flDist1; UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 64, ignore_monsters,ignore_glass, pev->owner, & tr); flDist1 = (pev->origin - tr.vecEndPos).Length2D(); ALERT(at_console,"Dist1 %f \n",flDist1); if (flDist1 <= 36) return TRUE; } else return FALSE; } return FALSE; } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= int CSuperOfficer :: ISoundMask ( void ) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE | bits_SOUND_PLAYER; } //========================================================= // RunTask //========================================================= void CSuperOfficer :: RunTask ( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_OFFICER_HOP: { { SetActivity(ACT_HOP); ClearBits( pev->flags, FL_ONGROUND ); UTIL_SetOrigin (this, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground UTIL_MakeVectors ( pev->angles ); Vector vecJumpDir; if (m_hEnemy != NULL) { float gravity = g_psv_gravity->value; if (gravity <= 1) gravity = 1; // How fast does the headcrab need to travel to reach that height given gravity? float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z); if (height < 8) height = 8; float speed = sqrt( 2 * gravity * height ); float time = speed / gravity; // Scale the sideways velocity to get there at the right time vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin); vecJumpDir = vecJumpDir * ( 1.0 / time ); // Speed to offset gravity at the desired height vecJumpDir.z = speed; // Don't jump too far/fast float distance = vecJumpDir.Length(); if (distance > 650) { vecJumpDir = vecJumpDir * ( 650.0 / distance ); } } else { // jump hop, don't care where vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350; } pev->velocity = vecJumpDir; m_flNextAttack = gpGlobals->time + 2; } break; } case TASK_MELEE_ATTACK1: { if ( m_fSequenceFinished ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } break; } case TASK_MELEE_ATTACK2: { if ( m_fSequenceFinished ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } break; } default: { CBaseMonster :: RunTask( pTask ); break; } } } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CSuperOfficer :: Classify ( void ) { return CLASS_ALIEN_MONSTER; } //========================================================= // IdleSound //========================================================= void CSuperOfficer :: IdleSound ( void ) { switch ( RANDOM_LONG(0,4) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle3.wav", 1, ATTN_NORM ); break; case 3: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle4.wav", 1, ATTN_NORM ); break; case 4: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/idle5.wav", 1, ATTN_NORM ); break; } } //========================================================= // PainSound //========================================================= void CSuperOfficer :: PainSound ( void ) { int iPitch = RANDOM_LONG( 85, 120 ); switch ( RANDOM_LONG(0,3) ) { case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain2.wav", 1, ATTN_NORM, 0, iPitch ); break; case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain3.wav", 1, ATTN_NORM, 0, iPitch ); break; case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/pain4.wav", 1, ATTN_NORM, 0, iPitch ); break; } } //========================================================= // AlertSound //========================================================= void CSuperOfficer :: AlertSound ( void ) { int iPitch = RANDOM_LONG( 140, 160 ); switch ( RANDOM_LONG ( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/alert1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "superofficer/alert2.wav", 1, ATTN_NORM, 0, iPitch ); break; } } //========================================================= // MaxYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= float CSuperOfficer :: MaxYawSpeed( void ) { float ys; ys = 0; switch ( m_Activity ) { case ACT_WALK: ys = 90; break; case ACT_RUN: ys = 90; break; case ACT_IDLE: ys = 90; break; case ACT_RANGE_ATTACK1: ys = 90; break; default: ys = 90; break; } return ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CSuperOfficer :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case OFFICER_AE_SPIT: { Vector vecSpitOffset; Vector vecSpitDir; UTIL_MakeVectors ( pev->angles ); // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. // we should be able to read the position of bones at runtime for this info. vecSpitOffset = ( 0,0, gpGlobals->v_up * 64 ); vecSpitOffset = ( pev->origin + vecSpitOffset ); vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize(); vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 ); vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 ); vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 ); // do stuff for this event. AttackSound(); // spew the spittle temporary ents. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( vecSpitOffset.x); // pos WRITE_COORD( vecSpitOffset.y); WRITE_COORD( vecSpitOffset.z); WRITE_COORD( vecSpitDir.x); // dir WRITE_COORD( vecSpitDir.y); WRITE_COORD( vecSpitDir.z); WRITE_SHORT( iOfficerBlood ); // model WRITE_BYTE ( 15 ); // count WRITE_BYTE ( 210 ); // speed WRITE_BYTE ( 25 ); // noise ( client will divide by 100 ) MESSAGE_END(); COfficerBlood::Shoot( pev, vecSpitOffset, vecSpitDir * 900 ); } break; case OFFICER_AE_PUNCH: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, RANDOM_LONG(8,13), DMG_SLASH ); if ( pHurt ) { //pHurt->pev->punchangle.z = -15; //pHurt->pev->punchangle.x = -45; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case OFFICER_AE_KICK: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, 10, DMG_CLUB | DMG_ALWAYSGIB ); if ( pHurt ) { pHurt->pev->punchangle.z = -20; pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; default: CBaseMonster::HandleAnimEvent( pEvent ); } } //========================================================= // Spawn //========================================================= void CSuperOfficer :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/monsters/monster_superofficer.mdl"); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.superofficerHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextSpitTime = gpGlobals->time; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CSuperOfficer :: Precache() { PRECACHE_MODEL("models/monsters/monster_superofficer.mdl"); PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile. iOfficerBlood = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle. PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event PRECACHE_SOUND("superofficer/attack1.wav"); PRECACHE_SOUND("superofficer/attack2.wav"); PRECACHE_SOUND("superofficer/attackgrowl.wav"); PRECACHE_SOUND("superofficer/attackgrowl2.wav"); PRECACHE_SOUND("superofficer/attackgrowl3.wav"); PRECACHE_SOUND("superofficer/die1.wav"); PRECACHE_SOUND("superofficer/die2.wav"); PRECACHE_SOUND("superofficer/die3.wav"); PRECACHE_SOUND("superofficer/idle1.wav"); PRECACHE_SOUND("superofficer/idle2.wav"); PRECACHE_SOUND("superofficer/idle3.wav"); PRECACHE_SOUND("superofficer/idle4.wav"); PRECACHE_SOUND("superofficer/idle5.wav"); PRECACHE_SOUND("superofficer/pain1.wav"); PRECACHE_SOUND("superofficer/pain2.wav"); PRECACHE_SOUND("superofficer/pain3.wav"); PRECACHE_SOUND("superofficer/pain4.wav"); PRECACHE_SOUND("superofficer/acid1.wav"); PRECACHE_SOUND("superofficer/spithit1.wav"); PRECACHE_SOUND("superofficer/spithit2.wav"); } //========================================================= // DeathSound //========================================================= void CSuperOfficer :: DeathSound ( void ) { switch ( RANDOM_LONG(0,2) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/die1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/die2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/die3.wav", 1, ATTN_NORM ); break; } } //========================================================= // AttackSound //========================================================= void CSuperOfficer :: AttackSound ( void ) { switch ( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "superofficer/attack1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "superofficer/attack2.wav", 1, ATTN_NORM ); break; } } //======================================================== // AI Schedules Specific to this monster //========================================================= //Hop Task_t tlOfficerHop[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_OFFICER_HOP, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slOfficerHop[] = { { tlOfficerHop, ARRAYSIZE( tlOfficerHop ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_TASK_FAILED, 0, "Officer Hop" }, }; // primary range attack Task_t tlOfficerRangeAttack1[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slOfficerRangeAttack1[] = { { tlOfficerRangeAttack1, ARRAYSIZE ( tlOfficerRangeAttack1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "Officer Range Attack1" }, }; // Chase enemy schedule Task_t tlOfficerChaseEnemy1[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, { TASK_GET_PATH_TO_TARGET, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slOfficerChaseEnemy[] = { { tlOfficerChaseEnemy1, ARRAYSIZE ( tlOfficerChaseEnemy1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_TASK_FAILED | bits_COND_HEAR_SOUND, 0, "Officer Chase Enemy" }, }; DEFINE_CUSTOM_SCHEDULES( CSuperOfficer ) { slOfficerRangeAttack1, slOfficerChaseEnemy, }; IMPLEMENT_CUSTOM_SCHEDULES( CSuperOfficer, CBaseMonster ); //========================================================= // GetSchedule //========================================================= Schedule_t *CSuperOfficer :: GetSchedule( void ) { switch ( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster :: GetSchedule(); } if ( HasConditions(bits_COND_NEW_ENEMY) ) { return GetScheduleOfType ( SCHED_WAKE_ANGRY ); } if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) && !HasConditions( bits_COND_CAN_MELEE_ATTACK2 )) { return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); } if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); } if ( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 )) { return GetScheduleOfType ( SCHED_MELEE_ATTACK2 ); } return GetScheduleOfType ( SCHED_CHASE_ENEMY ); break; } } return CBaseMonster :: GetSchedule(); } //========================================================= // GetScheduleOfType //========================================================= Schedule_t* CSuperOfficer :: GetScheduleOfType ( int Type ) { switch ( Type ) { case SCHED_OFFICER_HOP: return &slOfficerHop[0]; break; case SCHED_RANGE_ATTACK1: return &slOfficerRangeAttack1[ 0 ]; break; case SCHED_CHASE_ENEMY: return &slOfficerChaseEnemy[ 0 ]; break; } return CBaseMonster :: GetScheduleOfType ( Type ); } //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the // schedule. OVERRIDDEN for bullsquid because it needs to // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= void CSuperOfficer :: StartTask ( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch ( pTask->iTask ) { case TASK_MELEE_ATTACK1: { SetActivity(ACT_MELEE_ATTACK1); break; } case TASK_MELEE_ATTACK2: { SetActivity(ACT_MELEE_ATTACK2); switch ( RANDOM_LONG ( 0, 2 ) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/attackgrowl.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/attackgrowl2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "superofficer/attackgrowl3.wav", 1, ATTN_NORM ); break; } break; } case TASK_GET_PATH_TO_ENEMY: { if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } else { ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" ); TaskFail(); } break; } default: { CBaseMonster :: StartTask ( pTask ); break; } } }