forked from FWGS/Paranoia2
1278 lines
35 KiB
C++
1278 lines
35 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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/*
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===== scripted.cpp ========================================================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "player.h"
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#ifndef ANIMATION_H
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#include "animation.h"
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#endif
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#ifndef SAVERESTORE_H
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#include "saverestore.h"
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#endif
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#include "schedule.h"
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#include "scripted.h"
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#include "defaultai.h"
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#include "movewith.h"
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/*
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classname "scripted_sequence"
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targetname "me" - there can be more than one with the same name, and they act in concert
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target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist
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play "name_of_sequence"
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idle "name of idle sequence to play before starting"
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donetrigger "whatever" - can be any other triggerable entity such as another sequence, train, door, or a special case like "die" or "remove"
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moveto - if set the monster first moves to this nodes position
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range # - only search this far to find the target
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spawnflags - (stop if blocked, stop if player seen)
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*/
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//
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// Cache user-entity-field values until spawn is called.
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//
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void CCineMonster :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "m_iszIdle"))
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{
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m_iszIdle = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszPlay"))
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{
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m_iszPlay = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszEntity"))
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{
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m_iszEntity = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszAttack"))
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{
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m_iszAttack = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszMoveTarget"))
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{
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m_iszMoveTarget = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszFireOnBegin"))
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{
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m_iszFireOnBegin = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_fMoveTo"))
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{
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m_fMoveTo = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_fTurnType"))
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{
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m_fTurnType = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_fAction"))
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{
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m_fAction = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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// LRC else if (FStrEq(pkvd->szKeyName, "m_flRepeat"))
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// {
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// m_flRepeat = atof( pkvd->szValue );
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// pkvd->fHandled = TRUE;
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// }
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else if (FStrEq(pkvd->szKeyName, "m_flRadius"))
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{
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m_flRadius = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iRepeats"))
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{
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m_iRepeats = atoi( pkvd->szValue );
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m_iRepeatsLeft = m_iRepeats;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_fRepeatFrame"))
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{
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m_fRepeatFrame = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iFinishSchedule"))
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{
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m_iFinishSchedule = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iPriority"))
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{
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m_iPriority = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseMonster::KeyValue( pkvd );
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}
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}
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TYPEDESCRIPTION CCineMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CCineMonster, m_iState, FIELD_INTEGER ), //LRC
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DEFINE_FIELD( CCineMonster, m_iszIdle, FIELD_STRING ),
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DEFINE_FIELD( CCineMonster, m_iszPlay, FIELD_STRING ),
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DEFINE_FIELD( CCineMonster, m_iszEntity, FIELD_STRING ),
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DEFINE_FIELD( CCineMonster, m_iszAttack, FIELD_STRING ), //LRC
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DEFINE_FIELD( CCineMonster, m_iszMoveTarget, FIELD_STRING ), //LRC
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DEFINE_FIELD( CCineMonster, m_iszFireOnBegin, FIELD_STRING ),
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DEFINE_FIELD( CCineMonster, m_fMoveTo, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_fTurnType, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_fAction, FIELD_INTEGER ),
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//LRC- this is unused DEFINE_FIELD( CCineMonster, m_flRepeat, FIELD_FLOAT ),
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DEFINE_FIELD( CCineMonster, m_flRadius, FIELD_FLOAT ),
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DEFINE_FIELD( CCineMonster, m_iDelay, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_startTime, FIELD_TIME ),
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DEFINE_FIELD( CCineMonster, m_saved_movetype, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_saved_solid, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_saved_effects, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_iFinishSchedule, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_interruptable, FIELD_BOOLEAN ),
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//LRC
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DEFINE_FIELD( CCineMonster, m_iRepeats, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_iRepeatsLeft, FIELD_INTEGER ),
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DEFINE_FIELD( CCineMonster, m_fRepeatFrame, FIELD_FLOAT ),
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DEFINE_FIELD( CCineMonster, m_iPriority, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CCineMonster, CBaseMonster );
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LINK_ENTITY_TO_CLASS( scripted_sequence, CCineMonster );
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LINK_ENTITY_TO_CLASS( scripted_action, CCineMonster ); //LRC
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LINK_ENTITY_TO_CLASS( aiscripted_sequence, CCineMonster ); //LRC - aiscripted sequences don't need to be seperate
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void CCineMonster :: Spawn( void )
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{
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// pev->solid = SOLID_TRIGGER;
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// UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
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pev->solid = SOLID_NOT;
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m_iState = STATE_OFF; //LRC
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if ( FStringNull(m_iszIdle) && FStringNull(pev->targetname) ) // if no targetname, start now
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{
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SetThink(&CCineMonster :: CineThink );
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SetNextThink( 1.0 );
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}
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else if ( m_iszIdle )
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{
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SetThink(&CCineMonster :: InitIdleThink );
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SetNextThink( 1.0 );
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}
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if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT )
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m_interruptable = FALSE;
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else
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m_interruptable = TRUE;
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//LRC - the only difference between AI and normal sequences
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if ( FClassnameIs(pev, "aiscripted_sequence") || pev->spawnflags & SF_SCRIPT_OVERRIDESTATE )
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{
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m_iPriority |= SS_INTERRUPT_ANYSTATE;
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}
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}
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//
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// CineStart
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//
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void CCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// do I already know who I should use
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CBaseEntity *pEntity = m_hTargetEnt;
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CBaseMonster *pTarget = NULL;
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if ( pEntity )
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pTarget = pEntity->MyMonsterPointer();
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if ( pTarget )
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{
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// ALERT(at_console, "Sequence \"%s\" triggered, already has a target.\n", STRING(pev->targetname));
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// am I already playing the script?
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if ( pTarget->m_scriptState == SCRIPT_PLAYING )
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return;
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m_startTime = gpGlobals->time + 0.05; //why the delay? -- LRC
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}
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else
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{
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// ALERT(at_console, "Sequence \"%s\" triggered, can't find target; searching\n", STRING(pev->targetname));
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m_hActivator = pActivator;
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// if not, try finding them
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SetThink(&CCineMonster :: CineThink );
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// SetNextThink( 0 );
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CineThink(); //LRC
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}
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}
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// This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events
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void CCineMonster :: Blocked( CBaseEntity *pOther )
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{
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}
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void CCineMonster :: Touch( CBaseEntity *pOther )
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{
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/*
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ALERT( at_aiconsole, "Cine Touch\n" );
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if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget))
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{
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CBaseMonster *pTarget = GetClassPtr((CBaseMonster *)VARS(m_pentTarget));
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pTarget->m_monsterState == MONSTERSTATE_SCRIPT;
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}
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*/
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}
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/*
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entvars_t *pevOther = VARS( gpGlobals->other );
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if ( !FBitSet ( pevOther->flags , FL_MONSTER ) )
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{// touched by a non-monster.
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return;
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}
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pevOther->origin.z += 1;
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if ( FBitSet ( pevOther->flags, FL_ONGROUND ) )
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{// clear the onground so physics don't bitch
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pevOther->flags -= FL_ONGROUND;
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}
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// toss the monster!
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pevOther->velocity = pev->movedir * pev->speed;
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pevOther->velocity.z += m_flHeight;
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pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE
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}
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*/
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//
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// ********** Cinematic DIE **********
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//
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void CCineMonster :: Die( void )
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{
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SetThink(&CCineMonster :: SUB_Remove );
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}
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//
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// ********** Cinematic PAIN **********
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//
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void CCineMonster :: Pain( void )
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{
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}
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//
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// ********** Cinematic Think **********
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//
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//LRC: now redefined... find a viable entity with the given name, and return it (or NULL if not found).
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CBaseMonster* CCineMonster :: FindEntity( const char* sName, CBaseEntity *pActivator )
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{
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CBaseEntity *pEntity;
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pEntity = UTIL_FindEntityByTargetname(NULL, sName, pActivator);
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//m_hTargetEnt = NULL;
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CBaseMonster *pMonster = NULL;
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while (pEntity)
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{
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if ( FBitSet( pEntity->pev->flags, FL_MONSTER ))
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{
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pMonster = pEntity->MyMonsterPointer( );
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if ( pMonster && pMonster->CanPlaySequence( m_iPriority | SS_INTERRUPT_ALERT ) )
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{
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return pMonster;
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}
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ALERT( at_aiconsole, "Found %s, but can't play!\n", sName );
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}
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pEntity = UTIL_FindEntityByTargetname(pEntity, sName, pActivator);
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pMonster = NULL;
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}
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// couldn't find something with the given targetname; assume it's a classname instead.
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if ( !pMonster )
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{
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pEntity = NULL;
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while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius )) != NULL)
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{
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if (FClassnameIs( pEntity->pev, sName))
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{
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if ( FBitSet( pEntity->pev->flags, FL_MONSTER ))
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{
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pMonster = pEntity->MyMonsterPointer( );
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if ( pMonster && pMonster->CanPlaySequence( m_iPriority ) )
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{
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return pMonster;
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}
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}
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}
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}
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}
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return NULL;
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}
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// make the entity enter a scripted sequence
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void CCineMonster :: PossessEntity( void )
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{
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CBaseEntity *pEntity = m_hTargetEnt;
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CBaseMonster *pTarget = NULL;
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if ( pEntity )
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pTarget = pEntity->MyMonsterPointer();
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// ALERT( at_console, "Possess: pEntity %s, pTarget %s\n", STRING(pEntity->pev->targetname), STRING(pTarget->pev->targetname));
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if ( pTarget )
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{
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if (pTarget->m_pCine)
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{
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pTarget->m_pCine->CancelScript();
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}
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pTarget->m_pCine = this;
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if (m_iszAttack)
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{
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// anything with that name?
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pTarget->m_hTargetEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszAttack), m_hActivator);
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if ( pTarget->m_hTargetEnt == NULL )
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{ // nothing. Anything with that classname?
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while ((pTarget->m_hTargetEnt = UTIL_FindEntityInSphere( pTarget->m_hTargetEnt, pev->origin, m_flRadius )) != NULL)
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{
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if (FClassnameIs( pTarget->m_hTargetEnt->pev, STRING(m_iszAttack))) break;
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}
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}
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if (pTarget->m_hTargetEnt == NULL)
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{ // nothing. Oh well.
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ALERT(at_debug,"%s %s has a missing \"turn target\": %s\n",STRING(pev->classname),STRING(pev->targetname),STRING(m_iszAttack));
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pTarget->m_hTargetEnt = this;
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}
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}
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else
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{
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pTarget->m_hTargetEnt = this;
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}
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if (m_iszMoveTarget)
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{
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// anything with that name?
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pTarget->m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszMoveTarget), m_hActivator);
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if (pTarget->m_pGoalEnt == NULL)
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{ // nothing. Oh well.
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ALERT(at_debug,"%s %s has a missing \"move target\": %s\n",STRING(pev->classname),STRING(pev->targetname),STRING(m_iszMoveTarget));
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pTarget->m_pGoalEnt = this;
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}
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}
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else
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{
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pTarget->m_pGoalEnt = this;
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}
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// if (IsAction())
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// pTarget->PushEnemy(this,pev->origin);
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m_saved_movetype = pTarget->pev->movetype;
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m_saved_solid = pTarget->pev->solid;
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m_saved_effects = pTarget->pev->effects;
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pTarget->pev->effects |= pev->effects;
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// ALERT(at_console, "script. IsAction = %d",IsAction());
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m_iState = STATE_ON; // LRC: assume we'll set it to 'on', unless proven otherwise...
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switch (m_fMoveTo)
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{
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case 1:
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case 2:
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DelayStart( 1 );
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m_iState = STATE_TURN_ON;
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// fall through...
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case 0:
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case 4:
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case 5:
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case 6:
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pTarget->m_scriptState = SCRIPT_WAIT;
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break;
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}
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// ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );
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pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
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// if (m_iszIdle)
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// {
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// ALERT(at_console, "Possess: Play idle sequence\n");
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// StartSequence( pTarget, m_iszIdle, FALSE );
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// if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay)))
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// {
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// pTarget->pev->framerate = 0;
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// }
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// }
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// ALERT(at_console, "Finished PossessEntity, ms %d, ims %d\n", pTarget->m_MonsterState, pTarget->m_IdealMonsterState);
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}
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}
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// at the beginning of the level, set up the idle animation. --LRC
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void CCineMonster :: InitIdleThink( void )
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{
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if ((m_hTargetEnt = FindEntity(STRING(m_iszEntity), NULL)) != NULL)
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{
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PossessEntity( );
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m_startTime = gpGlobals->time + 1E6;
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ALERT( at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) );
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}
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else
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{
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CancelScript( );
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ALERT( at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) );
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SetNextThink( 1.0 );
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}
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}
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void CCineMonster :: CineThink( void )
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{
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// ALERT(at_console, "Sequence think, activator %s\n", STRING(m_hActivator->pev->targetname));
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if ((m_hTargetEnt = FindEntity(STRING(m_iszEntity),m_hActivator)) != NULL)
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{
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// ALERT(at_console, "Sequence found %s \"%s\"\n", STRING(m_hTargetEnt->pev->classname), STRING(m_hTargetEnt->pev->targetname));
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PossessEntity( );
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ALERT( at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) );
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}
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else
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{
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// ALERT(at_console, "Sequence found nothing called %s\n", STRING(m_iszEntity));
|
|
CancelScript( );
|
|
ALERT( at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) );
|
|
SetNextThink( 1.0 );
|
|
}
|
|
}
|
|
|
|
|
|
// lookup a sequence name and setup the target monster to play it
|
|
BOOL CCineMonster :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty )
|
|
{
|
|
// ALERT( at_console, "StartSequence %s \"%s\"\n", STRING(pev->classname), STRING(pev->targetname));
|
|
|
|
if ( !iszSeq && completeOnEmpty )
|
|
{
|
|
SequenceDone( pTarget );
|
|
return FALSE;
|
|
}
|
|
|
|
pTarget->pev->sequence = pTarget->LookupSequence( STRING( iszSeq ) );
|
|
if (pTarget->pev->sequence == -1)
|
|
{
|
|
ALERT( at_error, "%s: unknown scripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq) );
|
|
pTarget->pev->sequence = 0;
|
|
// return FALSE;
|
|
}
|
|
|
|
#if 0
|
|
char *s;
|
|
if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT )
|
|
s = "No";
|
|
else
|
|
s = "Yes";
|
|
|
|
ALERT( at_debug, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq), s );
|
|
#endif
|
|
|
|
pTarget->pev->frame = 0;
|
|
pTarget->ResetSequenceInfo( );
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
// SequenceDone - called when a scripted sequence animation
|
|
// sequence is done playing ( or when an AI Scripted Sequence
|
|
// doesn't supply an animation sequence to play ). Expects
|
|
// the CBaseMonster pointer to the monster that the sequence
|
|
// possesses.
|
|
//=========================================================
|
|
void CCineMonster :: SequenceDone ( CBaseMonster *pMonster )
|
|
{
|
|
m_iRepeatsLeft = m_iRepeats; //LRC - reset the repeater count
|
|
m_iState = STATE_OFF; // we've finished.
|
|
// ALERT( at_console, "Sequence %s finished\n", STRING(pev->targetname));//STRING( m_pCine->m_iszPlay ) );
|
|
|
|
if ( !( pev->spawnflags & SF_SCRIPT_REPEATABLE ) )
|
|
{
|
|
SetThink(&CCineMonster :: SUB_Remove );
|
|
SetNextThink( 0.1 );
|
|
}
|
|
|
|
// This is done so that another sequence can take over the monster when triggered by the first
|
|
|
|
pMonster->CineCleanup();
|
|
|
|
FixScriptMonsterSchedule( pMonster );
|
|
|
|
// This may cause a sequence to attempt to grab this guy NOW, so we have to clear him out
|
|
// of the existing sequence
|
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
|
|
}
|
|
|
|
//=========================================================
|
|
// When a monster finishes a scripted sequence, we have to
|
|
// fix up its state and schedule for it to return to a
|
|
// normal AI monster.
|
|
//
|
|
// Scripted sequences just dirty the Schedule and drop the
|
|
// monster in Idle State.
|
|
//
|
|
// or select a specific AMBUSH schedule, regardless of state. //LRC
|
|
//=========================================================
|
|
void CCineMonster :: FixScriptMonsterSchedule( CBaseMonster *pMonster )
|
|
{
|
|
if ( pMonster->m_IdealMonsterState != MONSTERSTATE_DEAD )
|
|
pMonster->m_IdealMonsterState = MONSTERSTATE_IDLE;
|
|
// pMonster->ClearSchedule();
|
|
|
|
switch ( m_iFinishSchedule )
|
|
{
|
|
case SCRIPT_FINISHSCHED_DEFAULT:
|
|
pMonster->ClearSchedule();
|
|
break;
|
|
case SCRIPT_FINISHSCHED_AMBUSH:
|
|
pMonster->ChangeSchedule( pMonster->GetScheduleOfType( SCHED_AMBUSH ) );
|
|
break;
|
|
default:
|
|
ALERT ( at_aiconsole, "FixScriptMonsterSchedule - no case!\n" );
|
|
pMonster->ClearSchedule();
|
|
break;
|
|
}
|
|
}
|
|
|
|
BOOL CBaseMonster :: ExitScriptedSequence( )
|
|
{
|
|
if ( pev->deadflag == DEAD_DYING )
|
|
{
|
|
// is this legal?
|
|
// BUGBUG -- This doesn't call Killed()
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
return FALSE;
|
|
}
|
|
|
|
// buz test
|
|
// ALERT(at_console, "in exit sequence, x is %f, y: %f, z: %f\n", pev->origin.x, pev->origin.y, pev->origin.z);
|
|
|
|
if (m_pCine)
|
|
{
|
|
m_pCine->CancelScript( );
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
void CCineMonster::AllowInterrupt( BOOL fAllow )
|
|
{
|
|
if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT )
|
|
return;
|
|
m_interruptable = fAllow;
|
|
}
|
|
|
|
|
|
BOOL CCineMonster::CanInterrupt( void )
|
|
{
|
|
if ( !m_interruptable )
|
|
return FALSE;
|
|
|
|
CBaseEntity *pTarget = m_hTargetEnt;
|
|
|
|
if ( pTarget != NULL && pTarget->pev->deadflag == DEAD_NO )
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
int CCineMonster::IgnoreConditions( void )
|
|
{
|
|
if ( CanInterrupt() )
|
|
return 0;
|
|
|
|
// Big fat BUG: This is an IgnoreConditions function - we need to return the conditions
|
|
// that _shouldn't_ be able to break the script, instead of the conditions that _should_!!
|
|
return SCRIPT_BREAK_CONDITIONS;
|
|
}
|
|
|
|
|
|
void ScriptEntityCancel( edict_t *pentCine )
|
|
{
|
|
// make sure they are a scripted_sequence
|
|
if (FClassnameIs( pentCine, "scripted_sequence" ) || FClassnameIs( pentCine, "scripted_action" ))
|
|
{
|
|
GetClassPtr((CCineMonster *)VARS(pentCine))->m_iState = STATE_OFF; // buz: fixed evil Laurie's bug!!!! added GetClassPtr :))
|
|
CCineMonster *pCineTarget = GetClassPtr((CCineMonster *)VARS(pentCine));
|
|
// make sure they have a monster in mind for the script
|
|
CBaseEntity *pEntity = pCineTarget->m_hTargetEnt;
|
|
CBaseMonster *pTarget = NULL;
|
|
if ( pEntity )
|
|
pTarget = pEntity->MyMonsterPointer();
|
|
|
|
if (pTarget)
|
|
{
|
|
// ALERT(at_console, "in scriptentitycancel, x is %f, y: %f, z: %f\n", pTarget->pev->origin.x, pTarget->pev->origin.y, pTarget->pev->origin.z);
|
|
|
|
// make sure their monster is actually playing a script
|
|
if ( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT )
|
|
{
|
|
// tell them do die
|
|
pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP;
|
|
// do it now
|
|
pTarget->CineCleanup( );
|
|
//LRC - clean up so that if another script is starting immediately, the monster will notice it.
|
|
pTarget->ClearSchedule( );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// find all the cinematic entities with my targetname and stop them from playing
|
|
void CCineMonster :: CancelScript( void )
|
|
{
|
|
// ALERT( at_aiconsole, "Cancelling script: %s\n", STRING(m_iszPlay) );
|
|
// ALERT(at_console, "in cancelling script, x is %f, y: %f, z: %f\n", m_hTargetEnt->pev->origin.x, m_hTargetEnt->pev->origin.y, m_hTargetEnt->pev->origin.z);
|
|
|
|
if ( !pev->targetname )
|
|
{
|
|
ScriptEntityCancel( edict() );
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pCineTarget = UTIL_FindEntityByTargetname(NULL, STRING(pev->targetname));
|
|
|
|
while (pCineTarget)
|
|
{
|
|
ScriptEntityCancel( ENT(pCineTarget->pev) );
|
|
pCineTarget = UTIL_FindEntityByTargetname(pCineTarget, STRING(pev->targetname));
|
|
}
|
|
}
|
|
|
|
|
|
// find all the cinematic entities with my targetname and tell them whether to wait before starting
|
|
void CCineMonster :: DelayStart( int state )
|
|
{
|
|
CBaseEntity *pCine = UTIL_FindEntityByTargetname(NULL, STRING(pev->targetname));
|
|
|
|
while ( pCine )
|
|
{
|
|
if (FClassnameIs( pCine->pev, "scripted_sequence" ) || FClassnameIs( pCine->pev, "scripted_action" ))
|
|
{
|
|
CCineMonster *pTarget = GetClassPtr((CCineMonster *)(pCine->pev));
|
|
if (state)
|
|
{
|
|
// ALERT(at_console, "Delaying start\n");
|
|
pTarget->m_iDelay++;
|
|
}
|
|
else
|
|
{
|
|
// ALERT(at_console, "Undelaying start\n");
|
|
pTarget->m_iDelay--;
|
|
if (pTarget->m_iDelay <= 0)
|
|
{
|
|
pTarget->m_iState = STATE_ON; //LRC
|
|
FireTargets(STRING(m_iszFireOnBegin), this, this, USE_TOGGLE, 0); //LRC
|
|
pTarget->m_startTime = gpGlobals->time + 0.05; // why the delay? -- LRC
|
|
}
|
|
}
|
|
}
|
|
pCine = UTIL_FindEntityByTargetname(pCine, STRING(pev->targetname));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence.
|
|
void CCineMonster :: Activate( void )
|
|
{
|
|
CBaseEntity *pEntity;
|
|
CBaseMonster *pTarget;
|
|
|
|
// The entity name could be a target name or a classname
|
|
// Check the targetname
|
|
pEntity = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEntity));
|
|
pTarget = NULL;
|
|
|
|
while (!pTarget && pEntity)
|
|
{
|
|
if ( FBitSet( pEntity->pev->flags, FL_MONSTER ))
|
|
{
|
|
pTarget = pEntity->MyMonsterPointer( );
|
|
}
|
|
pEntity = UTIL_FindEntityByTargetname(pEntity, STRING(m_iszEntity));
|
|
}
|
|
|
|
// If no entity with that targetname, check the classname
|
|
if ( !pTarget )
|
|
{
|
|
pEntity = UTIL_FindEntityByClassname(NULL, STRING(m_iszEntity));
|
|
while (!pTarget && pEntity)
|
|
{
|
|
pTarget = pEntity->MyMonsterPointer( );
|
|
pEntity = UTIL_FindEntityByClassname(pEntity, STRING(m_iszEntity));
|
|
}
|
|
}
|
|
// Found a compatible entity
|
|
if ( pTarget )
|
|
{
|
|
void *pmodel;
|
|
pmodel = GET_MODEL_PTR( pTarget->edict() );
|
|
if ( pmodel )
|
|
{
|
|
// Look through the event list for stuff to precache
|
|
SequencePrecache( pmodel, STRING( m_iszIdle ) );
|
|
SequencePrecache( pmodel, STRING( m_iszPlay ) );
|
|
}
|
|
}
|
|
|
|
CBaseMonster::Activate();
|
|
}
|
|
|
|
|
|
BOOL CBaseMonster :: CineCleanup( )
|
|
{
|
|
CCineMonster *pOldCine = m_pCine;
|
|
|
|
// am I linked to a cinematic?
|
|
if (m_pCine)
|
|
{
|
|
// okay, reset me to what it thought I was before
|
|
m_pCine->m_hTargetEnt = NULL;
|
|
|
|
pev->movetype = m_pCine->m_saved_movetype;
|
|
|
|
// LRC - why mess around with this? Solidity isn't changed by sequences!
|
|
// pev->solid = m_pCine->m_saved_solid;
|
|
|
|
if (m_pCine->pev->spawnflags & SF_SCRIPT_STAYDEAD)
|
|
pev->deadflag = DEAD_DYING;
|
|
}
|
|
else
|
|
{
|
|
// arg, punt
|
|
pev->movetype = MOVETYPE_STEP;// this is evil
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
}
|
|
m_pCine = NULL;
|
|
m_hTargetEnt = NULL;
|
|
m_pGoalEnt = NULL;
|
|
if (pev->deadflag == DEAD_DYING)
|
|
{
|
|
// last frame of death animation?
|
|
pev->health = 0;
|
|
pev->framerate = 0.0;
|
|
pev->solid = SOLID_NOT;
|
|
SetState( MONSTERSTATE_DEAD );
|
|
pev->deadflag = DEAD_DEAD;
|
|
UTIL_SetSize( pev, pev->mins, Vector(pev->maxs.x, pev->maxs.y, pev->mins.z + 2) );
|
|
|
|
if ( pOldCine && FBitSet( pOldCine->pev->spawnflags, SF_SCRIPT_LEAVECORPSE ) )
|
|
{
|
|
SetUse( NULL ); // BUGBUG -- This doesn't call Killed()
|
|
SetThink( NULL ); // This will probably break some stuff
|
|
SetTouch( NULL );
|
|
}
|
|
else
|
|
SUB_StartFadeOut(); // SetThink( SUB_DoNothing );
|
|
// This turns off animation & physics in case their origin ends up stuck in the world or something
|
|
StopAnimation();
|
|
pev->movetype = MOVETYPE_NONE;
|
|
pev->effects |= EF_NOINTERP; // Don't interpolate either, assume the corpse is positioned in its final resting place
|
|
return FALSE;
|
|
}
|
|
|
|
// If we actually played a sequence
|
|
if ( pOldCine && pOldCine->m_iszPlay )
|
|
{
|
|
if ( !(pOldCine->pev->spawnflags & SF_SCRIPT_NOSCRIPTMOVEMENT) )
|
|
{
|
|
// reset position
|
|
Vector new_origin, new_angle;
|
|
GetBonePosition( 0, new_origin, new_angle );
|
|
|
|
// Figure out how far they have moved
|
|
// We can't really solve this problem because we can't query the movement of the origin relative
|
|
// to the sequence. We can get the root bone's position as we do here, but there are
|
|
// cases where the root bone is in a different relative position to the entity's origin
|
|
// before/after the sequence plays. So we are stuck doing this:
|
|
|
|
// !!!HACKHACK: Float the origin up and drop to floor because some sequences have
|
|
// irregular motion that can't be properly accounted for.
|
|
|
|
// UNDONE: THIS SHOULD ONLY HAPPEN IF WE ACTUALLY PLAYED THE SEQUENCE.
|
|
Vector oldOrigin = pev->origin;
|
|
|
|
// UNDONE: ugly hack. Don't move monster if they don't "seem" to move
|
|
// this really needs to be done with the AX,AY,etc. flags, but that aren't consistantly
|
|
// being set, so animations that really do move won't be caught.
|
|
if ((oldOrigin - new_origin).Length2D() < 8.0)
|
|
new_origin = oldOrigin;
|
|
|
|
pev->origin.x = new_origin.x;
|
|
pev->origin.y = new_origin.y;
|
|
pev->origin.z += 1;
|
|
|
|
pev->flags |= FL_ONGROUND;
|
|
int drop = DROP_TO_FLOOR( ENT(pev) );
|
|
|
|
// Origin in solid? Set to org at the end of the sequence
|
|
if ( drop < 0 )
|
|
pev->origin = oldOrigin;
|
|
else if ( drop == 0 ) // Hanging in air?
|
|
{
|
|
pev->origin.z = new_origin.z;
|
|
pev->flags &= ~FL_ONGROUND;
|
|
}
|
|
// else entity hit floor, leave there
|
|
|
|
// pEntity->pev->origin.z = new_origin.z + 5.0; // damn, got to fix this
|
|
|
|
UTIL_SetOrigin( this, pev->origin );
|
|
pev->effects |= EF_NOINTERP;
|
|
}
|
|
|
|
// We should have some animation to put these guys in, but for now it's idle.
|
|
// Due to NOINTERP above, there won't be any blending between this anim & the sequence
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
// set them back into a normal state
|
|
pev->enemy = NULL;
|
|
if ( pev->health > 0 )
|
|
m_IdealMonsterState = MONSTERSTATE_IDLE; // m_previousState;
|
|
else
|
|
{
|
|
// Dropping out because he got killed
|
|
// Can't call killed() no attacker and weirdness (late gibbing) may result
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
SetConditions( bits_COND_LIGHT_DAMAGE );
|
|
pev->deadflag = DEAD_DYING;
|
|
FCheckAITrigger();
|
|
pev->deadflag = DEAD_NO;
|
|
}
|
|
|
|
|
|
// SetAnimation( m_MonsterState );
|
|
//LRC- removed, was never implemented. ClearBits(pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT );
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
class CScriptedSentence : public CBaseToggle
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void EXPORT FindThink( void );
|
|
void EXPORT DelayThink( void );
|
|
void EXPORT DurationThink( void );
|
|
int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
|
|
|
STATE GetState() { return m_playing?STATE_ON:STATE_OFF; }
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
CBaseMonster *FindEntity( CBaseEntity *pActivator );
|
|
BOOL AcceptableSpeaker( CBaseMonster *pMonster );
|
|
BOOL StartSentence( CBaseMonster *pTarget );
|
|
|
|
|
|
private:
|
|
int m_iszSentence; // string index for idle animation
|
|
int m_iszEntity; // entity that is wanted for this sentence
|
|
float m_flRadius; // range to search
|
|
float m_flDuration; // How long the sentence lasts
|
|
float m_flRepeat; // maximum repeat rate
|
|
float m_flAttenuation;
|
|
float m_flVolume;
|
|
BOOL m_active; // is the sentence enabled? (for m_flRepeat)
|
|
BOOL m_playing; //LRC- is the sentence playing? (for GetState)
|
|
int m_iszListener; // name of entity to look at while talking
|
|
};
|
|
|
|
#define SF_SENTENCE_ONCE 0x0001
|
|
#define SF_SENTENCE_FOLLOWERS 0x0002 // only say if following player
|
|
#define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead
|
|
#define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking
|
|
|
|
TYPEDESCRIPTION CScriptedSentence::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CScriptedSentence, m_iszSentence, FIELD_STRING ),
|
|
DEFINE_FIELD( CScriptedSentence, m_iszEntity, FIELD_STRING ),
|
|
DEFINE_FIELD( CScriptedSentence, m_flRadius, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CScriptedSentence, m_flDuration, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CScriptedSentence, m_flRepeat, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CScriptedSentence, m_flAttenuation, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CScriptedSentence, m_flVolume, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CScriptedSentence, m_active, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( CScriptedSentence, m_playing, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( CScriptedSentence, m_iszListener, FIELD_STRING ),
|
|
};
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CScriptedSentence, CBaseToggle );
|
|
|
|
LINK_ENTITY_TO_CLASS( scripted_sentence, CScriptedSentence );
|
|
|
|
void CScriptedSentence :: KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "sentence"))
|
|
{
|
|
m_iszSentence = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "entity"))
|
|
{
|
|
m_iszEntity = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "duration"))
|
|
{
|
|
m_flDuration = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "radius"))
|
|
{
|
|
m_flRadius = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "refire"))
|
|
{
|
|
m_flRepeat = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if(FStrEq(pkvd->szKeyName, "attenuation"))
|
|
{
|
|
pev->impulse = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if(FStrEq(pkvd->szKeyName, "volume"))
|
|
{
|
|
m_flVolume = atof( pkvd->szValue ) * 0.1;
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "listener"))
|
|
{
|
|
m_iszListener = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseToggle::KeyValue( pkvd );
|
|
}
|
|
|
|
|
|
void CScriptedSentence :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( !m_active )
|
|
return;
|
|
// ALERT( at_console, "Firing sentence: %s\n", STRING(m_iszSentence) );
|
|
m_hActivator = pActivator;
|
|
SetThink(&CScriptedSentence :: FindThink );
|
|
SetNextThink( 0 );
|
|
}
|
|
|
|
|
|
void CScriptedSentence :: Spawn( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
|
|
m_active = TRUE;
|
|
m_playing = FALSE; //LRC
|
|
// if no targetname, start now
|
|
if ( !pev->targetname )
|
|
{
|
|
SetThink(&CScriptedSentence :: FindThink );
|
|
SetNextThink( 1.0 );
|
|
}
|
|
|
|
switch( pev->impulse )
|
|
{
|
|
case 1: // Medium radius
|
|
m_flAttenuation = ATTN_STATIC;
|
|
break;
|
|
|
|
case 2: // Large radius
|
|
m_flAttenuation = ATTN_NORM;
|
|
break;
|
|
|
|
case 3: //EVERYWHERE
|
|
m_flAttenuation = ATTN_NONE;
|
|
break;
|
|
|
|
default:
|
|
case 0: // Small radius
|
|
m_flAttenuation = ATTN_IDLE;
|
|
break;
|
|
}
|
|
pev->impulse = 0;
|
|
|
|
// No volume, use normal
|
|
if ( m_flVolume <= 0 )
|
|
m_flVolume = 1.0;
|
|
}
|
|
|
|
|
|
void CScriptedSentence :: FindThink( void )
|
|
{
|
|
if (!m_iszEntity) //LRC- no target monster given: speak through HEV
|
|
{
|
|
CBasePlayer* pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname( NULL, "player" );
|
|
if (pPlayer)
|
|
{
|
|
m_playing = TRUE;
|
|
if ((STRING(m_iszSentence))[0] == '!')
|
|
pPlayer->SetSuitUpdate((char*)STRING(m_iszSentence),FALSE,0);
|
|
else
|
|
pPlayer->SetSuitUpdate((char*)STRING(m_iszSentence),TRUE,0);
|
|
if ( pev->spawnflags & SF_SENTENCE_ONCE )
|
|
UTIL_Remove( this );
|
|
SetThink(&CScriptedSentence :: DurationThink );
|
|
SetNextThink( m_flDuration );
|
|
m_active = FALSE;
|
|
}
|
|
else
|
|
ALERT( at_debug, "ScriptedSentence: can't find \"player\" to play HEV sentence!?\n");
|
|
return;
|
|
}
|
|
|
|
CBaseMonster *pMonster = FindEntity( m_hActivator );
|
|
if ( pMonster )
|
|
{
|
|
m_playing = TRUE;
|
|
StartSentence( pMonster );
|
|
if ( pev->spawnflags & SF_SENTENCE_ONCE )
|
|
UTIL_Remove( this );
|
|
SetThink(&CScriptedSentence :: DurationThink );
|
|
SetNextThink( m_flDuration );
|
|
m_active = FALSE;
|
|
// ALERT( at_console, "%s: found monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
|
|
}
|
|
else
|
|
{
|
|
// ALERT( at_console, "%s: can't find monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
|
|
SetNextThink( m_flRepeat + 0.5 );
|
|
}
|
|
}
|
|
|
|
//LRC
|
|
void CScriptedSentence :: DurationThink( void )
|
|
{
|
|
m_playing = FALSE;
|
|
SetNextThink( m_flRepeat );
|
|
SetThink(&CScriptedSentence :: DelayThink );
|
|
}
|
|
|
|
void CScriptedSentence :: DelayThink( void )
|
|
{
|
|
m_active = TRUE;
|
|
if ( !pev->targetname )
|
|
SetNextThink( 0.1 );
|
|
SetThink(&CScriptedSentence :: FindThink );
|
|
}
|
|
|
|
|
|
BOOL CScriptedSentence :: AcceptableSpeaker( CBaseMonster *pMonster )
|
|
{
|
|
if ( pMonster )
|
|
{
|
|
if ( pev->spawnflags & SF_SENTENCE_FOLLOWERS )
|
|
{
|
|
if ( pMonster->m_hTargetEnt == NULL || !FClassnameIs(pMonster->m_hTargetEnt->pev, "player") )
|
|
return FALSE;
|
|
}
|
|
BOOL override;
|
|
if ( pev->spawnflags & SF_SENTENCE_INTERRUPT )
|
|
override = TRUE;
|
|
else
|
|
override = FALSE;
|
|
if ( pMonster->CanPlaySentence( override ) )
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
CBaseMonster *CScriptedSentence :: FindEntity( CBaseEntity *pActivator )
|
|
{
|
|
CBaseEntity *pTarget;
|
|
CBaseMonster *pMonster;
|
|
|
|
pTarget = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEntity), pActivator);
|
|
pMonster = NULL;
|
|
|
|
while ( pTarget )
|
|
{
|
|
pMonster = pTarget->MyMonsterPointer( );
|
|
if ( pMonster != NULL )
|
|
{
|
|
if ( AcceptableSpeaker( pMonster ) )
|
|
return pMonster;
|
|
// ALERT( at_console, "%s (%s), not acceptable\n", STRING(pMonster->pev->classname), STRING(pMonster->pev->targetname) );
|
|
}
|
|
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(m_iszEntity), pActivator);
|
|
}
|
|
|
|
pTarget = NULL;
|
|
while ((pTarget = UTIL_FindEntityInSphere( pTarget, pev->origin, m_flRadius )) != NULL)
|
|
{
|
|
if (FClassnameIs( pTarget->pev, STRING(m_iszEntity)))
|
|
{
|
|
if ( FBitSet( pTarget->pev->flags, FL_MONSTER ))
|
|
{
|
|
pMonster = pTarget->MyMonsterPointer( );
|
|
if ( AcceptableSpeaker( pMonster ) )
|
|
return pMonster;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
BOOL CScriptedSentence :: StartSentence( CBaseMonster *pTarget )
|
|
{
|
|
if ( !pTarget )
|
|
{
|
|
ALERT( at_aiconsole, "Not Playing sentence %s\n", STRING(m_iszSentence) );
|
|
return NULL;
|
|
}
|
|
|
|
BOOL bConcurrent = FALSE;
|
|
//LRC: Er... if the "concurrent" flag is NOT set, we make bConcurrent true!?
|
|
if ( !(pev->spawnflags & SF_SENTENCE_CONCURRENT) )
|
|
bConcurrent = TRUE;
|
|
|
|
CBaseEntity *pListener = NULL;
|
|
if (!FStringNull(m_iszListener))
|
|
{
|
|
float radius = m_flRadius;
|
|
|
|
if ( FStrEq( STRING(m_iszListener ), "player" ) )
|
|
radius = 4096; // Always find the player
|
|
|
|
pListener = UTIL_FindEntityGeneric( STRING( m_iszListener ), pTarget->pev->origin, radius );
|
|
}
|
|
|
|
pTarget->PlayScriptedSentence( STRING(m_iszSentence), m_flDuration, m_flVolume, m_flAttenuation, bConcurrent, pListener );
|
|
ALERT( at_aiconsole, "Playing sentence %s (%.1f)\n", STRING(m_iszSentence), m_flDuration );
|
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
*/
|
|
|
|
|
|
//=========================================================
|
|
// Furniture - this is the cool comment I cut-and-pasted
|
|
//=========================================================
|
|
class CFurniture : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn ( void );
|
|
void Die( void );
|
|
int Classify ( void );
|
|
virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
|
float MaxYawSpeed( void ) { return 0.0f; }
|
|
};
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture );
|
|
|
|
|
|
//=========================================================
|
|
// Furniture is killed
|
|
//=========================================================
|
|
void CFurniture :: Die ( void )
|
|
{
|
|
SetThink(&CFurniture :: SUB_Remove );
|
|
SetNextThink( 0 );
|
|
}
|
|
|
|
//=========================================================
|
|
// This used to have something to do with bees flying, but
|
|
// now it only initializes moving furniture in scripted sequences
|
|
//=========================================================
|
|
void CFurniture :: Spawn( )
|
|
{
|
|
PRECACHE_MODEL((char *)STRING(pev->model));
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
pev->movetype = MOVETYPE_NONE;
|
|
pev->solid = SOLID_BBOX;
|
|
pev->health = 80000;
|
|
pev->takedamage = DAMAGE_AIM;
|
|
pev->sequence = 0;
|
|
pev->frame = 0;
|
|
|
|
// pev->nextthink += 1.0;
|
|
// SetThink (WalkMonsterDelay);
|
|
|
|
ResetSequenceInfo( );
|
|
pev->frame = 0;
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// ID's Furniture as neutral (noone will attack it)
|
|
//=========================================================
|
|
int CFurniture::Classify ( void )
|
|
{
|
|
return m_iClass?m_iClass:CLASS_NONE;
|
|
}
|
|
|
|
|