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539 lines
15 KiB
539 lines
15 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, 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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#include "extdll.h"
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#include "plane.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "squadmonster.h"
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#include "weapons.h"
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#include "talkmonster.h"
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#include "soundent.h"
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#include "effects.h"
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#include "customentity.h"
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#include "hgrunt.h"
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#include "hornet.h"
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#define FRANKLIN_MELEE_DIST 100
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int iFranklinMuzzleFlash;
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define GRUNT_VOL 0.35 // volume of grunt sounds
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#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
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#define HGRUNT_LIMP_HEALTH 20
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#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
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#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
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#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
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#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
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#define HGRUNT_9MMAR ( 1 << 0)
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#define HGRUNT_HANDGRENADE ( 1 << 1)
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#define HGRUNT_GRENADELAUNCHER ( 1 << 2)
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#define HGRUNT_SHOTGUN ( 1 << 3)
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#define HEAD_GROUP 1
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#define HEAD_GRUNT 0
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#define HEAD_COMMANDER 1
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#define HEAD_SHOTGUN 2
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#define HEAD_M203 3
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#define GUN_GROUP 2
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#define GUN_MP5 0
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#define GUN_SHOTGUN 1
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#define GUN_NONE 2
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HGRUNT_AE_RELOAD ( 2 )
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#define HGRUNT_AE_KICK ( 3 )
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#define HGRUNT_AE_BURST1 ( 4 )
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#define HGRUNT_AE_BURST2 ( 5 )
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#define HGRUNT_AE_BURST3 ( 6 )
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#define HGRUNT_AE_GREN_TOSS ( 7 )
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#define HGRUNT_AE_GREN_LAUNCH ( 8 )
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#define HGRUNT_AE_GREN_DROP ( 9 )
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#define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
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#define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
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class CCyberFranklin : public CHGrunt
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{
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public:
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void Spawn(void);
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void Precache(void);
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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; }
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void CheckAmmo(void) { }
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void SetActivity(Activity NewActivity);
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void StartTask(Task_t *pTask);
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void AlertSound(void);
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void DeathSound(void);
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void PainSound(void);
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void AttackSound(void);
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void IdleSound(void) { }
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Vector GetGunPosition(void);
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void Shoot(void);
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL m_fCanHornetAttack;
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float m_flNextHornetAttackCheck;
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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static const char *pAttackSounds[];
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static const char *pDieSounds[];
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static const char *pPainSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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};
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LINK_ENTITY_TO_CLASS(monster_th_cyberfranklin, CCyberFranklin);
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TYPEDESCRIPTION CCyberFranklin::m_SaveData[] =
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{
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DEFINE_FIELD(CCyberFranklin, m_fCanHornetAttack, FIELD_BOOLEAN),
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DEFINE_FIELD(CCyberFranklin, m_flNextHornetAttackCheck, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CCyberFranklin, CHGrunt);
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const char *CCyberFranklin::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CCyberFranklin::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CCyberFranklin::pAttackSounds[] =
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{
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"franklin/attack1.wav",
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};
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const char *CCyberFranklin::pDieSounds[] =
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{
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"franklin/death1.wav",
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"franklin/death2.wav",
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"franklin/death3.wav",
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};
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const char *CCyberFranklin::pPainSounds[] =
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{
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"franklin/pain1.wav",
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"franklin/pain2.wav",
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};
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const char *CCyberFranklin::pAlertSounds[] =
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{
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"franklin/alert1.wav",
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};
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//=========================================================
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// CheckMeleeAttack1
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//=========================================================
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BOOL CCyberFranklin::CheckMeleeAttack1(float flDot, float flDist)
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{
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CBaseMonster *pEnemy;
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if (m_hEnemy != NULL)
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{
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pEnemy = m_hEnemy->MyMonsterPointer();
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if (!pEnemy)
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{
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return FALSE;
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}
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}
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if (flDist <= 72 && flDot >= 0.7 &&
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pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
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pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON)
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckRangeAttack1
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//
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// !!!LATER - we may want to load balance this. Several
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// tracelines are done, so we may not want to do this every
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// server frame. Definitely not while firing.
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//=========================================================
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BOOL CCyberFranklin :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( gpGlobals->time < m_flNextHornetAttackCheck )
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{
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return m_fCanHornetAttack;
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}
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if (HasConditions(bits_COND_SEE_ENEMY) && flDist >= FRANKLIN_MELEE_DIST && flDist <= 1024 && flDot >= 0.5 && NoFriendlyFire())
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{
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TraceResult tr;
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Vector vecArmPos, vecArmDir;
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// verify that a shot fired from the gun will hit the enemy before the world.
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// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
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UTIL_MakeVectors( pev->angles );
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GetAttachment( 0, vecArmPos, vecArmDir );
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// UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256, ignore_monsters, ENT(pev), &tr);
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UTIL_TraceLine( vecArmPos, m_hEnemy->BodyTarget(vecArmPos), dont_ignore_monsters, ENT(pev), &tr);
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if ( tr.flFraction == 1.0 || tr.pHit == m_hEnemy->edict() )
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{
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m_flNextHornetAttackCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );
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m_fCanHornetAttack = TRUE;
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return m_fCanHornetAttack;
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}
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}
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m_flNextHornetAttackCheck = gpGlobals->time + 0.2;// don't check for half second if this check wasn't successful
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m_fCanHornetAttack = FALSE;
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return m_fCanHornetAttack;
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CCyberFranklin::DeathSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDieSounds), 1.0, ATTN_NORM);
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CCyberFranklin::AlertSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM);
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CCyberFranklin::AttackSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM);
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CCyberFranklin::PainSound(void)
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{
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if (m_flNextPainTime > gpGlobals->time)
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{
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return;
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}
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m_flNextPainTime = gpGlobals->time + 0.6;
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM);
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CCyberFranklin::Classify(void)
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// GetGunPosition return the end of the barrel
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//=========================================================
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Vector CCyberFranklin::GetGunPosition()
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{
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return pev->origin + Vector(0, 0, 48);
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}
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//=========================================================
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// Shoot
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//=========================================================
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void CCyberFranklin::Shoot(void)
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{
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// m_vecEnemyLKP should be center of enemy body
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Vector vecArmPos, vecArmDir;
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Vector vecDirToEnemy;
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Vector angDir;
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if (HasConditions( bits_COND_SEE_ENEMY))
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{
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vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin );
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angDir = UTIL_VecToAngles( vecDirToEnemy );
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vecDirToEnemy = vecDirToEnemy.Normalize();
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}
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else
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{
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angDir = pev->angles;
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UTIL_MakeAimVectors( angDir );
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vecDirToEnemy = gpGlobals->v_forward;
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}
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pev->effects = EF_MUZZLEFLASH;
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// make angles +-180
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if (angDir.x > 180)
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{
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angDir.x = angDir.x - 360;
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}
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SetBlending( 0, angDir.x );
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GetAttachment( 0, vecArmPos, vecArmDir );
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vecArmPos = vecArmPos + vecDirToEnemy * 32;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos );
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WRITE_BYTE( TE_SPRITE );
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WRITE_COORD( vecArmPos.x ); // pos
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WRITE_COORD( vecArmPos.y );
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WRITE_COORD( vecArmPos.z );
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WRITE_SHORT( iFranklinMuzzleFlash ); // model
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WRITE_BYTE( 6 ); // size * 10
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WRITE_BYTE( 128 ); // brightness
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MESSAGE_END();
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() );
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UTIL_MakeVectors ( pHornet->pev->angles );
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pHornet->pev->velocity = gpGlobals->v_forward * 300;
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switch ( RANDOM_LONG ( 0 , 2 ) )
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{
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case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); break;
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case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); break;
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case 2: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); break;
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}
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CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer();
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if ( pHornetMonster )
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{
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pHornetMonster->m_hEnemy = m_hEnemy;
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}
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CCyberFranklin::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch( pEvent->event )
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{
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case HGRUNT_AE_DROP_GUN:
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case HGRUNT_AE_RELOAD:
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case HGRUNT_AE_GREN_TOSS:
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case HGRUNT_AE_GREN_LAUNCH:
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case HGRUNT_AE_GREN_DROP:
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break;
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case HGRUNT_AE_BURST1:
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case HGRUNT_AE_BURST2:
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case HGRUNT_AE_BURST3:
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Shoot();
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break;
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case HGRUNT_AE_KICK:
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{
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CBaseEntity *pHurt = Kick();
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if ( pHurt )
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{
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// SOUND HERE!
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UTIL_MakeVectors( pev->angles );
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if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
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{
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pHurt->pev->punchangle.x = 15;
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}
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
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pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
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// Play a random attack hit sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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}
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else// Play a random attack miss sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5));
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}
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break;
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default:
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CHGrunt::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CCyberFranklin::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/franklin2.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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||
|
m_bloodColor = BLOOD_COLOR_RED;
|
||
|
pev->effects = 0;
|
||
|
pev->health = gSkillData.cyberfranklinHealth;
|
||
|
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 = -1;
|
||
|
|
||
|
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(24, 64, 48);
|
||
|
|
||
|
pev->weapons = HGRUNT_9MMAR;
|
||
|
|
||
|
m_cClipSize = HORNETGUN_MAX_CLIP;
|
||
|
|
||
|
m_cAmmoLoaded = m_cClipSize;
|
||
|
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
|
||
|
CTalkMonster::g_talkWaitTime = 0;
|
||
|
|
||
|
MonsterInit();
|
||
|
|
||
|
m_afCapability &= ~bits_CAP_RANGE_ATTACK2;
|
||
|
|
||
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Precache - precaches all resources this monster needs
|
||
|
//=========================================================
|
||
|
void CCyberFranklin::Precache()
|
||
|
{
|
||
|
PRECACHE_MODEL("models/franklin2.mdl");
|
||
|
|
||
|
PRECACHE_SOUND_ARRAY(pAttackHitSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pAttackMissSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pDieSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pPainSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pAttackSounds);
|
||
|
PRECACHE_SOUND_ARRAY(pAlertSounds);
|
||
|
|
||
|
PRECACHE_SOUND("franklin/franklin_step.wav");
|
||
|
|
||
|
PRECACHE_SOUND("hassault/hw_shoot1.wav");
|
||
|
|
||
|
iFranklinMuzzleFlash = PRECACHE_MODEL("sprites/muz4.spr");
|
||
|
|
||
|
UTIL_PrecacheOther("hornet");
|
||
|
|
||
|
m_voicePitch = 100;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// SetActivity
|
||
|
//=========================================================
|
||
|
void CCyberFranklin::SetActivity(Activity NewActivity)
|
||
|
{
|
||
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
|
void *pmodel = GET_MODEL_PTR(ENT(pev));
|
||
|
|
||
|
switch (NewActivity)
|
||
|
{
|
||
|
case ACT_RANGE_ATTACK1:
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence("crouching_mp5");
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
CHGrunt::SetActivity(NewActivity);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
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();
|
||
|
SetYawSpeed();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Not available try to get default anim
|
||
|
ALERT(at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity);
|
||
|
pev->sequence = 0; // Set to the reset anim (if it's there)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// start task
|
||
|
//=========================================================
|
||
|
void CCyberFranklin::StartTask(Task_t *pTask)
|
||
|
{
|
||
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_MELEE_ATTACK1:
|
||
|
AttackSound();
|
||
|
CHGrunt::StartTask(pTask);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CHGrunt::StartTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
}
|