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/***
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*
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* Copyright (c) 1996-2002, 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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// monster template
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//=========================================================
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// UNDONE: Holster weapon?
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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 "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "barney.h"
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#include "animation.h"
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#define KATE_LIMP_HEALTH 40
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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class CKate : public CBarney
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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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void BarneyFirePistol( void );
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void AlertSound( void );
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BOOL CheckMeleeAttack1( float flDot, float flDist );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IRelationship( CBaseEntity *pTarget );
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CBaseEntity* CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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void SetActivity( Activity NewActivity );
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void DeclineFollowing( void );
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// Override these to set behavior
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Schedule_t *GetSchedule( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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int m_iCombatState;
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};
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LINK_ENTITY_TO_CLASS( monster_kate, CKate )
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extern Schedule_t slBaFollow[];
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extern Schedule_t slBarneyEnemyDraw[];
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extern Schedule_t slBaFaceTarget[];
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extern Schedule_t slIdleBaStand[];
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extern Schedule_t slGruntHideReload[];
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//=========================================================
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// ALertSound - barney says "Freeze!"
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//=========================================================
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void CKate::AlertSound( void )
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{
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if( m_hEnemy != 0 )
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{
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if( FOkToSpeak() )
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{
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PlaySentence( "KA_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
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}
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}
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}
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int CKate::IRelationship( CBaseEntity *pTarget )
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{
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if( FClassnameIs( pTarget->pev, "monster_archer" ) || FClassnameIs( pTarget->pev, "monster_ichthyosaur" ) )
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{
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return R_NO;
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}
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return CTalkMonster::IRelationship( pTarget );
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}
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CBaseEntity* CKate::CheckTraceHullAttack( float flDist, int iDamage, int iDmgType )
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{
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TraceResult tr;
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UTIL_MakeVectors( pev->angles );
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Vector vecStart = pev->origin;
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vecStart.z += pev->size.z * 0.5;
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Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist );
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UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
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if( tr.pHit )
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return CBaseEntity::Instance( tr.pHit );
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return NULL;
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}
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BOOL CKate::CheckMeleeAttack1( float flDot, float flDist )
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{
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CBaseMonster *pEnemy = 0;
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if( m_hEnemy != 0 )
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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 <= 64 && 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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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CKate::BarneyFirePistol( void )
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{
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Vector vecShootOrigin;
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UTIL_MakeVectors( pev->angles );
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vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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pev->effects = EF_MUZZLEFLASH;
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FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
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int pitchShift = RANDOM_LONG( 0, 20 );
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// Only shift about half the time
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if( pitchShift > 10 )
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "kate/ka_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
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// UNDONE: Reload?
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m_cAmmoLoaded--;// take away a bullet!
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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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// Returns number of events handled, 0 if none.
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//=========================================================
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void CKate::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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CBaseEntity *pHurt;
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switch( pEvent->event )
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{
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case BARNEY_AE_KICK:
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pHurt = CheckTraceHullAttack( 70, 0, DMG_GENERIC );
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if( pHurt )
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{
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const char *pszSound;
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if( m_iCombatState == -1 )
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{
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pszSound = "common/kick.wav";
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}
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else
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{
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++m_iCombatState;
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if( m_iCombatState == 3 )
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pszSound = "common/kick.wav";
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else
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pszSound = "common/punch.wav";
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, PITCH_NORM );
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UTIL_MakeVectors( pev->angles );
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pHurt->pev->punchangle.x = 5;
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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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}
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break;
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default:
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CBarney::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 CKate::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/kate.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;
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pev->health = gSkillData.kateHealth;
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pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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pev->body = 0; // gun in holster
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m_fGunDrawn = FALSE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_cAmmoLoaded = GLOCK_MAX_CLIP;
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m_iCombatState = -1;
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MonsterInit();
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SetUse( &CTalkMonster::FollowerUse );
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CKate::Precache()
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{
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PRECACHE_MODEL( "models/kate.mdl" );
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PRECACHE_SOUND( "kate/ka_attack1.wav" );
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PRECACHE_SOUND( "kate/ka_attack2.wav" );
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PRECACHE_SOUND( "kate/ka_pain1.wav" );
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PRECACHE_SOUND( "kate/ka_pain2.wav" );
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//PRECACHE_SOUND( "kate/ka_pain3.wav" );
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PRECACHE_SOUND( "kate/ka_die1.wav" );
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//PRECACHE_SOUND( "kate/ka_die2.wav" );
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//PRECACHE_SOUND( "kate/ka_die3.wav" );
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PRECACHE_SOUND( "weapons/reload3.wav" );
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PRECACHE_SOUND( "zombie/claw_miss1.wav" );
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PRECACHE_SOUND( "zombie/claw_miss2.wav" );
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PRECACHE_SOUND( "common/kick.wav" );
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PRECACHE_SOUND( "common/punch.wav" );
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// every new barney must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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// Init talk data
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void CKate::TalkInit()
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{
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CTalkMonster::TalkInit();
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// scientists speach group names (group names are in sentences.txt)
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m_szGrp[TLK_ANSWER] = "KA_ANSWER";
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m_szGrp[TLK_QUESTION] = "KA_QUESTION";
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m_szGrp[TLK_IDLE] = "KA_IDLE";
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m_szGrp[TLK_STARE] = "KA_STARE";
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m_szGrp[TLK_USE] = "KA_OK";
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m_szGrp[TLK_UNUSE] = "KA_WAIT";
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m_szGrp[TLK_STOP] = "KA_STOP";
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m_szGrp[TLK_NOSHOOT] = "KA_SCARED";
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m_szGrp[TLK_HELLO] = "KA_HELLO";
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m_szGrp[TLK_PLHURT1] = "!KA_CUREA";
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m_szGrp[TLK_PLHURT2] = "!KA_CUREB";
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m_szGrp[TLK_PLHURT3] = "!KA_CUREC";
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m_szGrp[TLK_PHELLO] = NULL; //"KA_PHELLO"; // UNDONE
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m_szGrp[TLK_PIDLE] = NULL; //"KA_PIDLE"; // UNDONE
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m_szGrp[TLK_PQUESTION] = "KA_PQUEST"; // UNDONE
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m_szGrp[TLK_SMELL] = "KA_SMELL";
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m_szGrp[TLK_WOUND] = "KA_WOUND";
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m_szGrp[TLK_MORTAL] = "KA_MORTAL";
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// get voice for head - just one barney voice for now
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m_voicePitch = 98;
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}
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static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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{
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Vector vecDir = reference - pevTest->origin;
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vecDir.z = 0;
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vecDir = vecDir.Normalize();
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Vector forward, angle;
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angle = pevTest->v_angle;
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angle.x = 0;
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// He's facing me, he meant it
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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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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int CKate::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// make sure friends talk about it if player hurts talkmonsters...
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int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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if( !IsAlive() || pev->deadflag == DEAD_DYING )
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return ret;
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if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
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{
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m_flPlayerDamage += flDamage;
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if( m_hEnemy == 0 )
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{
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
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{
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// Alright, now I'm pissed!
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PlaySentence( "KA_MAD", 4, VOL_NORM, ATTN_NORM );
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Remember( bits_MEMORY_PROVOKED );
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StopFollowing( TRUE );
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}
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else
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{
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// Hey, be careful with that
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PlaySentence( "KA_SHOT", 4, VOL_NORM, ATTN_NORM );
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Remember( bits_MEMORY_SUSPICIOUS );
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}
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}
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else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
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{
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PlaySentence( "KA_SHOT", 4, VOL_NORM, ATTN_NORM );
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}
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|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// PainSound
|
|
|
|
//=========================================================
|
|
|
|
void CKate::PainSound( void )
|
|
|
|
{
|
|
|
|
if( gpGlobals->time < m_painTime )
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
|
|
|
|
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_LONG( 0, 1 ) ? "kate/ka_pain1.wav" : "kate/ka_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DeathSound
|
|
|
|
//=========================================================
|
|
|
|
void CKate::DeathSound( void )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "kate/ka_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// SetActivity
|
|
|
|
//=========================================================
|
|
|
|
void CKate::SetActivity( Activity NewActivity )
|
|
|
|
{
|
|
|
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
|
|
|
//void *pmodel = GET_MODEL_PTR( ENT( pev ) );
|
|
|
|
|
|
|
|
switch( NewActivity )
|
|
|
|
{
|
|
|
|
case ACT_RUN:
|
|
|
|
if( pev->health <= KATE_LIMP_HEALTH )
|
|
|
|
{
|
|
|
|
// limp!
|
|
|
|
iSequence = LookupActivity( ACT_RUN_HURT );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iSequence = LookupActivity( NewActivity );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case ACT_WALK:
|
|
|
|
if( pev->health <= KATE_LIMP_HEALTH )
|
|
|
|
{
|
|
|
|
// limp!
|
|
|
|
iSequence = LookupActivity( ACT_WALK_HURT );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iSequence = LookupActivity( NewActivity );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case ACT_MELEE_ATTACK1:
|
|
|
|
if( RANDOM_LONG( 0, 2 ) )
|
|
|
|
{
|
|
|
|
m_iCombatState = -1;
|
|
|
|
iSequence = LookupSequence( "karate_hit" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_iCombatState = 0;
|
|
|
|
iSequence = LookupSequence( "karate_bighit" );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
iSequence = LookupActivity( NewActivity );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
|
|
|
|
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
|
|
if( iSequence > ACTIVITY_NOT_AVAILABLE )
|
|
|
|
{
|
|
|
|
if( pev->sequence != iSequence || !m_fSequenceLoops )
|
|
|
|
{
|
|
|
|
pev->frame = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->sequence = iSequence; // Set to the reset anim (if it's there)
|
|
|
|
ResetSequenceInfo();
|
|
|
|
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)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetSchedule - Decides which type of schedule best suits
|
|
|
|
// the monster's current state and conditions. Then calls
|
|
|
|
// monster's member function to get a pointer to a schedule
|
|
|
|
// of the proper type.
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CKate::GetSchedule( void )
|
|
|
|
{
|
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
|
|
{
|
|
|
|
CSound *pSound;
|
|
|
|
pSound = PBestSound();
|
|
|
|
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
|
|
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
|
|
}
|
|
|
|
if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
|
|
|
|
{
|
|
|
|
PlaySentence( "KA_KILL", 4, VOL_NORM, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( m_MonsterState )
|
|
|
|
{
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
|
|
{
|
|
|
|
// dead enemy
|
|
|
|
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
|
|
|
{
|
|
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
// always act surprized with a new enemy
|
|
|
|
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
|
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
|
|
|
|
|
|
// wait for one schedule to draw gun
|
|
|
|
if( !m_fGunDrawn )
|
|
|
|
return GetScheduleOfType( SCHED_ARM_WEAPON );
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
|
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
|
|
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_NO_AMMO_LOADED ) )
|
|
|
|
return GetScheduleOfType( SCHED_BARNEY_COVER_AND_RELOAD );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case MONSTERSTATE_ALERT:
|
|
|
|
case MONSTERSTATE_IDLE:
|
|
|
|
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
|
|
{
|
|
|
|
// flinch if hurt
|
|
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_hEnemy == 0 && IsFollowing() )
|
|
|
|
{
|
|
|
|
if( !m_hTargetEnt->IsAlive() )
|
|
|
|
{
|
|
|
|
// UNDONE: Comment about the recently dead player here?
|
|
|
|
StopFollowing( FALSE );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
|
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_TARGET_FACE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
|
|
|
}
|
|
|
|
|
|
|
|
// try to say something about smells
|
|
|
|
TrySmellTalk();
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CTalkMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CKate::DeclineFollowing( void )
|
|
|
|
{
|
|
|
|
PlaySentence( "KA_POK", 2, VOL_NORM, ATTN_NORM );
|
|
|
|
}
|