You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
2466 lines
61 KiB
2466 lines
61 KiB
8 years ago
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||
|
*
|
||
|
* This product contains software technology licensed from Id
|
||
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||
|
* All Rights Reserved.
|
||
|
*
|
||
|
* This source code contains proprietary and confidential information of
|
||
|
* Valve LLC and its suppliers. Access to this code is restricted to
|
||
|
* persons who have executed a written SDK license with Valve. Any access,
|
||
|
* use or distribution of this code by or to any unlicensed person is illegal.
|
||
|
*
|
||
|
****/
|
||
|
//=========================================================
|
||
|
// friendly grunt
|
||
|
//=========================================================
|
||
|
// UNDONE: Holster weapon?
|
||
|
|
||
|
#include "extdll.h"
|
||
|
#include "plane.h"
|
||
|
#include "util.h"
|
||
|
#include "cbase.h"
|
||
|
#include "monsters.h"
|
||
|
#include "squad.h"
|
||
|
#include "squadmonster.h"
|
||
|
#include "talkmonster.h"
|
||
|
#include "schedule.h"
|
||
|
#include "animation.h"
|
||
|
#include "weapons.h"
|
||
|
#include "talkmonster.h"
|
||
|
#include "soundent.h"
|
||
|
#include "effects.h"
|
||
|
#include "customentity.h"
|
||
|
#include "fgrunt.h"
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
#include "gearbox_utils.h"
|
||
|
#endif
|
||
|
|
||
|
extern int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
|
||
|
|
||
|
extern DLL_GLOBAL int g_iSkillLevel;
|
||
|
|
||
|
extern Schedule_t slIdleStand[];
|
||
|
extern Schedule_t slGruntFail[];
|
||
|
extern Schedule_t slGruntCombatFail[];
|
||
|
extern Schedule_t slGruntVictoryDance[];
|
||
|
extern Schedule_t slGruntEstablishLineOfFire[];
|
||
|
extern Schedule_t slGruntFoundEnemy[];
|
||
|
extern Schedule_t slGruntCombatFace[];
|
||
|
extern Schedule_t slGruntSignalSuppress[];
|
||
|
extern Schedule_t slGruntSuppress[];
|
||
|
extern Schedule_t slGruntWaitInCover[];
|
||
|
extern Schedule_t slGruntTakeCover[];
|
||
|
extern Schedule_t slGruntGrenadeCover[];
|
||
|
extern Schedule_t slGruntTossGrenadeCover[];
|
||
|
extern Schedule_t slGruntTakeCoverFromBestSound[];
|
||
|
extern Schedule_t slGruntHideReload[];
|
||
|
extern Schedule_t slGruntSweep[];
|
||
|
extern Schedule_t slGruntRangeAttack1A[];
|
||
|
extern Schedule_t slGruntRangeAttack1B[];
|
||
|
extern Schedule_t slGruntRangeAttack2[];
|
||
|
extern Schedule_t slGruntRepel[];
|
||
|
extern Schedule_t slGruntRepelAttack[];
|
||
|
extern Schedule_t slGruntRepelLand[];
|
||
|
|
||
|
extern Schedule_t slBaFollow[];
|
||
|
extern Schedule_t slBarneyEnemyDraw[];
|
||
|
extern Schedule_t slBaFaceTarget[];
|
||
|
extern Schedule_t slIdleBaStand[];
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// monster-specific DEFINE's
|
||
|
//=========================================================
|
||
|
#define FGRUNT_CLIP_SIZE_MP5 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
|
||
|
#define FGRUNT_CLIP_SIZE_SAW 50 // Same as above
|
||
|
#define FGRUNT_VOL 0.35 // volume of grunt sounds
|
||
|
#define FGRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
|
||
|
#define FGRUNT_LIMP_HEALTH 20
|
||
|
#define FGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
|
||
|
#define FGRUNT_NUM_HEADS 8 // how many grunt heads are there?
|
||
|
#define FGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
|
||
|
#define FGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
|
||
|
|
||
|
#define FGRUNT_9MMAR ( 1 << 0 )
|
||
|
#define FGRUNT_HANDGRENADE ( 1 << 1 )
|
||
|
#define FGRUNT_GRENADELAUNCHER ( 1 << 2 )
|
||
|
#define FGRUNT_SHOTGUN ( 1 << 3 )
|
||
|
#define FGRUNT_SAW ( 1 << 4 )
|
||
|
|
||
|
#define HEAD_GROUP 1
|
||
|
#define TORSO_GROUP 2
|
||
|
#define GUN_GROUP 3
|
||
|
|
||
|
#define HEAD_GASMASK 0
|
||
|
#define HEAD_BERET 1
|
||
|
#define HEAD_OPS_MASK 2
|
||
|
#define HEAD_BANDANA_WHITE 3
|
||
|
#define HEAD_BANDANA_BLACK 4
|
||
|
#define HEAD_MP 5
|
||
|
#define HEAD_MAJOR 6
|
||
|
#define HEAD_BERET_BLACK 7
|
||
|
|
||
|
#define TORSO_BACKPACK 0
|
||
|
#define TORSO_SAW 1
|
||
|
#define TORSO_NOBACKPACK 2
|
||
|
#define TORSO_SHELLS 3
|
||
|
|
||
|
#define GUN_MP5 0
|
||
|
#define GUN_SHOTGUN 1
|
||
|
#define GUN_SAW 2
|
||
|
#define GUN_NONE 3
|
||
|
|
||
|
//=========================================================
|
||
|
// Monster's Anim Events Go Here
|
||
|
//=========================================================
|
||
|
#define FGRUNT_AE_RELOAD ( 2 )
|
||
|
#define FGRUNT_AE_KICK ( 3 )
|
||
|
#define FGRUNT_AE_BURST1 ( 4 )
|
||
|
#define FGRUNT_AE_BURST2 ( 5 )
|
||
|
#define FGRUNT_AE_BURST3 ( 6 )
|
||
|
#define FGRUNT_AE_GREN_TOSS ( 7 )
|
||
|
#define FGRUNT_AE_GREN_LAUNCH ( 8 )
|
||
|
#define FGRUNT_AE_GREN_DROP ( 9 )
|
||
|
#define FGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
|
||
|
#define FGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// monster-specific schedule types
|
||
|
//=========================================================
|
||
|
enum
|
||
|
{
|
||
|
SCHED_FGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
|
||
|
SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
|
||
|
SCHED_FGRUNT_COVER_AND_RELOAD,
|
||
|
SCHED_FGRUNT_SWEEP,
|
||
|
SCHED_FGRUNT_FOUND_ENEMY,
|
||
|
SCHED_FGRUNT_REPEL,
|
||
|
SCHED_FGRUNT_REPEL_ATTACK,
|
||
|
SCHED_FGRUNT_REPEL_LAND,
|
||
|
SCHED_FGRUNT_WAIT_FACE_ENEMY,
|
||
|
SCHED_FGRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
|
||
|
SCHED_FGRUNT_ELOF_FAIL,
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// monster-specific tasks
|
||
|
//=========================================================
|
||
|
enum
|
||
|
{
|
||
|
TASK_FGRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
|
||
|
TASK_FGRUNT_SPEAK_SENTENCE,
|
||
|
TASK_FGRUNT_CHECK_FIRE,
|
||
|
};
|
||
|
|
||
|
static const char* g_pszDeathSounds[] =
|
||
|
{
|
||
|
"fgrunt/death1.wav",
|
||
|
"fgrunt/death2.wav",
|
||
|
"fgrunt/death3.wav",
|
||
|
"fgrunt/death4.wav",
|
||
|
"fgrunt/death5.wav",
|
||
|
"fgrunt/death6.wav",
|
||
|
};
|
||
|
|
||
|
static const char* g_pszPainSounds[] =
|
||
|
{
|
||
|
"fgrunt/pain1.wav",
|
||
|
"fgrunt/pain2.wav",
|
||
|
"fgrunt/pain3.wav",
|
||
|
"fgrunt/pain4.wav",
|
||
|
"fgrunt/pain5.wav",
|
||
|
"fgrunt/pain6.wav",
|
||
|
};
|
||
|
|
||
|
#define FGRUNT_NUM_DEATH_SOUNDS ARRAYSIZE( g_pszDeathSounds )
|
||
|
#define FGRUNT_NUM_PAIN_SOUNDS ARRAYSIZE( g_pszPainSounds )
|
||
|
|
||
|
//=========================================================
|
||
|
// CFGrunt
|
||
|
//=========================================================
|
||
|
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(monster_human_grunt_ally, CFGrunt);
|
||
|
|
||
|
TYPEDESCRIPTION CFGrunt::m_SaveData[] =
|
||
|
{
|
||
|
DEFINE_FIELD(CFGrunt, m_painTime, FIELD_TIME),
|
||
|
DEFINE_FIELD(CFGrunt, m_checkAttackTime, FIELD_TIME),
|
||
|
DEFINE_FIELD(CFGrunt, m_lastAttackCheck, FIELD_BOOLEAN),
|
||
|
DEFINE_FIELD(CFGrunt, m_flPlayerDamage, FIELD_FLOAT),
|
||
|
|
||
|
DEFINE_FIELD(CFGrunt, head, FIELD_INTEGER),
|
||
|
DEFINE_FIELD(CFGrunt, torso, FIELD_INTEGER),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SAVERESTORE(CFGrunt, CTalkMonster);
|
||
|
|
||
|
|
||
|
#if 0
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
Task_t tlFgFollow[] =
|
||
|
{
|
||
|
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client)
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
|
||
|
};
|
||
|
|
||
|
Schedule_t slFgFollow[] =
|
||
|
{
|
||
|
{
|
||
|
tlFgFollow,
|
||
|
ARRAYSIZE(tlFgFollow),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_PROVOKED,
|
||
|
bits_SOUND_DANGER,
|
||
|
"Follow"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// BarneyDraw- much better looking draw schedule for when
|
||
|
// barney knows who he's gonna attack.
|
||
|
//=========================================================
|
||
|
Task_t tlFgEnemyDraw[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_FACE_ENEMY, 0 },
|
||
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_ARM },
|
||
|
};
|
||
|
|
||
|
Schedule_t slFgEnemyDraw[] =
|
||
|
{
|
||
|
{
|
||
|
tlFgEnemyDraw,
|
||
|
ARRAYSIZE(tlFgEnemyDraw),
|
||
|
0,
|
||
|
0,
|
||
|
"FGrunt Enemy Draw"
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Task_t tlFgFaceTarget[] =
|
||
|
{
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_FACE_TARGET, (float)0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
|
||
|
};
|
||
|
|
||
|
Schedule_t slFgFaceTarget[] =
|
||
|
{
|
||
|
{
|
||
|
tlFgFaceTarget,
|
||
|
ARRAYSIZE(tlFgFaceTarget),
|
||
|
bits_COND_CLIENT_PUSH |
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_PROVOKED,
|
||
|
bits_SOUND_DANGER,
|
||
|
"FaceTarget"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
Task_t tlIdleFgStand[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
|
||
|
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
|
||
|
};
|
||
|
|
||
|
Schedule_t slIdleFgStand[] =
|
||
|
{
|
||
|
{
|
||
|
tlIdleFgStand,
|
||
|
ARRAYSIZE(tlIdleFgStand),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_SMELL |
|
||
|
bits_COND_PROVOKED,
|
||
|
|
||
|
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
|
||
|
//bits_SOUND_PLAYER |
|
||
|
//bits_SOUND_WORLD |
|
||
|
|
||
|
bits_SOUND_DANGER |
|
||
|
bits_SOUND_MEAT |// scents
|
||
|
bits_SOUND_CARCASS |
|
||
|
bits_SOUND_GARBAGE,
|
||
|
"IdleStand"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
DEFINE_CUSTOM_SCHEDULES(CFGrunt)
|
||
|
{
|
||
|
slFgFollow,
|
||
|
slFgEnemyDraw,
|
||
|
slFgFaceTarget,
|
||
|
slIdleFgStand,
|
||
|
};
|
||
|
#else
|
||
|
DEFINE_CUSTOM_SCHEDULES(CFGrunt)
|
||
|
{
|
||
|
slGruntFail,
|
||
|
slGruntCombatFail,
|
||
|
slGruntVictoryDance,
|
||
|
slGruntEstablishLineOfFire,
|
||
|
slGruntFoundEnemy,
|
||
|
slGruntCombatFace,
|
||
|
slGruntSignalSuppress,
|
||
|
slGruntSuppress,
|
||
|
slGruntWaitInCover,
|
||
|
slGruntTakeCover,
|
||
|
slGruntGrenadeCover,
|
||
|
slGruntTossGrenadeCover,
|
||
|
slGruntTakeCoverFromBestSound,
|
||
|
slGruntHideReload,
|
||
|
slGruntSweep,
|
||
|
slGruntRangeAttack1A,
|
||
|
slGruntRangeAttack1B,
|
||
|
slGruntRangeAttack2,
|
||
|
slGruntRepel,
|
||
|
slGruntRepelAttack,
|
||
|
slGruntRepelLand,
|
||
|
|
||
|
slBaFollow,
|
||
|
slBarneyEnemyDraw,
|
||
|
slBaFaceTarget,
|
||
|
slIdleBaStand,
|
||
|
};
|
||
|
#endif
|
||
|
|
||
|
|
||
|
IMPLEMENT_CUSTOM_SCHEDULES(CFGrunt, CTalkMonster);
|
||
|
|
||
|
|
||
|
const char *CFGrunt::pGruntSentences[] =
|
||
|
{
|
||
|
"FG_GREN", // grenade scared grunt
|
||
|
"FG_ALERT", // sees player
|
||
|
"FG_MONSTER", // sees monster
|
||
|
"FG_COVER", // running to cover
|
||
|
"FG_THROW", // about to throw grenade
|
||
|
"FG_CHARGE", // running out to get the enemy
|
||
|
"FG_TAUNT", // say rude things
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
FGRUNT_SENT_NONE = -1,
|
||
|
FGRUNT_SENT_GREN = 0,
|
||
|
FGRUNT_SENT_ALERT,
|
||
|
FGRUNT_SENT_MONSTER,
|
||
|
FGRUNT_SENT_COVER,
|
||
|
FGRUNT_SENT_THROW,
|
||
|
FGRUNT_SENT_CHARGE,
|
||
|
FGRUNT_SENT_TAUNT,
|
||
|
|
||
|
} FGRUNT_SENTENCE_TYPES;
|
||
|
|
||
|
//=========================================================
|
||
|
// Speak Sentence - say your cued up sentence.
|
||
|
//
|
||
|
// Some grunt sentences (take cover and charge) rely on actually
|
||
|
// being able to execute the intended action. It's really lame
|
||
|
// when a grunt says 'COVER ME' and then doesn't move. The problem
|
||
|
// is that the sentences were played when the decision to TRY
|
||
|
// to move to cover was made. Now the sentence is played after
|
||
|
// we know for sure that there is a valid path. The schedule
|
||
|
// may still fail but in most cases, well after the grunt has
|
||
|
// started moving.
|
||
|
//=========================================================
|
||
|
void CFGrunt::SpeakSentence(void)
|
||
|
{
|
||
|
if (m_iSentence == FGRUNT_SENT_NONE)
|
||
|
{
|
||
|
// no sentence cued up.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), pGruntSentences[m_iSentence], FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// IRelationship - overridden because Alien Grunts are
|
||
|
// Human Grunt's nemesis.
|
||
|
//=========================================================
|
||
|
int CFGrunt::IRelationship(CBaseEntity *pTarget)
|
||
|
{
|
||
|
if (FClassnameIs(pTarget->pev, "monster_alien_grunt") || (FClassnameIs(pTarget->pev, "monster_gargantua")))
|
||
|
{
|
||
|
return R_NM;
|
||
|
}
|
||
|
|
||
|
return CTalkMonster::IRelationship(pTarget);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// GibMonster - make gun fly through the air.
|
||
|
//=========================================================
|
||
|
void CFGrunt::GibMonster(void)
|
||
|
{
|
||
|
Vector vecGunPos;
|
||
|
Vector vecGunAngles;
|
||
|
|
||
|
if (GetBodygroup(2) != 2)
|
||
|
{// throw a gun if the grunt has one
|
||
|
GetAttachment(0, vecGunPos, vecGunAngles);
|
||
|
|
||
|
CBaseEntity *pGun;
|
||
|
if (FBitSet(pev->weapons, FGRUNT_SHOTGUN))
|
||
|
{
|
||
|
pGun = DropItem("weapon_shotgun", vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_SAW))
|
||
|
{
|
||
|
pGun = DropItem("weapon_m249", vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pGun = DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
if (pGun)
|
||
|
{
|
||
|
pGun->pev->velocity = Vector(RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(200, 300));
|
||
|
pGun->pev->avelocity = Vector(0, RANDOM_FLOAT(200, 400), 0);
|
||
|
}
|
||
|
|
||
|
if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER))
|
||
|
{
|
||
|
pGun = DropItem("ammo_ARgrenades", vecGunPos, vecGunAngles);
|
||
|
if (pGun)
|
||
|
{
|
||
|
pGun->pev->velocity = Vector(RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(200, 300));
|
||
|
pGun->pev->avelocity = Vector(0, RANDOM_FLOAT(200, 400), 0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTalkMonster::GibMonster();
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ISoundMask - returns a bit mask indicating which types
|
||
|
// of sounds this monster regards.
|
||
|
//=========================================================
|
||
|
int CFGrunt::ISoundMask(void)
|
||
|
{
|
||
|
return bits_SOUND_WORLD |
|
||
|
bits_SOUND_COMBAT |
|
||
|
bits_SOUND_CARCASS |
|
||
|
bits_SOUND_MEAT |
|
||
|
bits_SOUND_GARBAGE |
|
||
|
bits_SOUND_DANGER |
|
||
|
bits_SOUND_PLAYER;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// someone else is talking - don't speak
|
||
|
//=========================================================
|
||
|
BOOL CFGrunt::FOkToSpeak(void)
|
||
|
{
|
||
|
// if someone else is talking, don't speak
|
||
|
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
|
||
|
return FALSE;
|
||
|
|
||
|
if (pev->spawnflags & SF_MONSTER_GAG)
|
||
|
{
|
||
|
if (m_MonsterState != MONSTERSTATE_COMBAT)
|
||
|
{
|
||
|
// no talking outside of combat if gagged.
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if player is not in pvs, don't speak
|
||
|
// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
|
||
|
// return FALSE;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
void CFGrunt::JustSpoke(void)
|
||
|
{
|
||
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
|
||
|
m_iSentence = FGRUNT_SENT_NONE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Classify - indicates this monster's place in the
|
||
|
// relationship table.
|
||
|
//=========================================================
|
||
|
int CFGrunt::Classify(void)
|
||
|
{
|
||
|
return CLASS_PLAYER_ALLY;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
CBaseEntity *CFGrunt::Kick(void)
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_MakeVectors(pev->angles);
|
||
|
Vector vecStart = pev->origin;
|
||
|
vecStart.z += pev->size.z * 0.5;
|
||
|
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
|
||
|
|
||
|
UTIL_TraceHull(vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr);
|
||
|
|
||
|
if (tr.pHit)
|
||
|
{
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
||
|
return pEntity;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// GetGunPosition return the end of the barrel
|
||
|
//=========================================================
|
||
|
|
||
|
Vector CFGrunt::GetGunPosition()
|
||
|
{
|
||
|
if (m_fStanding)
|
||
|
{
|
||
|
return pev->origin + Vector(0, 0, 60);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return pev->origin + Vector(0, 0, 48);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ALertSound - barney says "Freeze!"
|
||
|
//=========================================================
|
||
|
void CFGrunt::AlertSound(void)
|
||
|
{
|
||
|
if (m_hEnemy != NULL)
|
||
|
{
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
PlaySentence("FG_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
//=========================================================
|
||
|
// SetYawSpeed - allows each sequence to have a different
|
||
|
// turn rate associated with it.
|
||
|
//=========================================================
|
||
|
void CFGrunt::SetYawSpeed(void)
|
||
|
{
|
||
|
int ys;
|
||
|
|
||
|
ys = 0;
|
||
|
|
||
|
switch (m_Activity)
|
||
|
{
|
||
|
case ACT_IDLE:
|
||
|
ys = 70;
|
||
|
break;
|
||
|
case ACT_WALK:
|
||
|
ys = 70;
|
||
|
break;
|
||
|
case ACT_RUN:
|
||
|
ys = 90;
|
||
|
break;
|
||
|
default:
|
||
|
ys = 70;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pev->yaw_speed = ys;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// FCanCheckAttacks - this is overridden for human grunts
|
||
|
// because they can throw/shoot grenades when they can't see their
|
||
|
// target and the base class doesn't check attacks if the monster
|
||
|
// cannot see its enemy.
|
||
|
//
|
||
|
// !!!BUGBUG - this gets called before a 3-round burst is fired
|
||
|
// which means that a friendly can still be hit with up to 2 rounds.
|
||
|
// ALSO, grenades will not be tossed if there is a friendly in front,
|
||
|
// this is a bad bug. Friendly machine gun fire avoidance
|
||
|
// will unecessarily prevent the throwing of a grenade as well.
|
||
|
//=========================================================
|
||
|
BOOL CFGrunt::FCanCheckAttacks(void)
|
||
|
{
|
||
|
if (!HasConditions(bits_COND_ENEMY_TOOFAR))
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckMeleeAttack1
|
||
|
//=========================================================
|
||
|
BOOL CFGrunt::CheckMeleeAttack1(float flDot, float flDist)
|
||
|
{
|
||
|
CBaseMonster *pEnemy;
|
||
|
|
||
|
if (m_hEnemy != NULL)
|
||
|
{
|
||
|
pEnemy = m_hEnemy->MyMonsterPointer();
|
||
|
|
||
|
if (!pEnemy)
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (flDist <= 64 && flDot >= 0.7 &&
|
||
|
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
||
|
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON)
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckRangeAttack1
|
||
|
//=========================================================
|
||
|
BOOL CFGrunt::CheckRangeAttack1(float flDot, float flDist)
|
||
|
{
|
||
|
if (flDist <= 1024 && flDot >= 0.5)
|
||
|
{
|
||
|
if (gpGlobals->time > m_checkAttackTime)
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
Vector shootOrigin = pev->origin + Vector(0, 0, 55);
|
||
|
CBaseEntity *pEnemy = m_hEnemy;
|
||
|
Vector shootTarget = ((pEnemy->BodyTarget(shootOrigin) - pEnemy->pev->origin) + m_vecEnemyLKP);
|
||
|
UTIL_TraceLine(shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr);
|
||
|
m_checkAttackTime = gpGlobals->time + 1;
|
||
|
if (tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy))
|
||
|
m_lastAttackCheck = TRUE;
|
||
|
else
|
||
|
m_lastAttackCheck = FALSE;
|
||
|
m_checkAttackTime = gpGlobals->time + 1.5;
|
||
|
}
|
||
|
return m_lastAttackCheck;
|
||
|
}
|
||
|
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
|
||
|
if (pSquadMonster && pSquadMonster->InSquad())
|
||
|
{
|
||
|
if (!HasConditions(bits_COND_ENEMY_OCCLUDED) && flDist <= 2048 && flDot >= 0.5 && pSquadMonster->NoFriendlyFire())
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
if (!m_hEnemy->IsPlayer() && flDist <= 64)
|
||
|
{
|
||
|
// kick nonclients, but don't shoot at them.
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
Vector vecSrc = GetGunPosition();
|
||
|
|
||
|
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||
|
UTIL_TraceLine(vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||
|
|
||
|
if (tr.flFraction == 1.0)
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckRangeAttack2 - this checks the Grunt's grenade
|
||
|
// attack.
|
||
|
//=========================================================
|
||
|
BOOL CFGrunt::CheckRangeAttack2(float flDot, float flDist)
|
||
|
{
|
||
|
if (!FBitSet(pev->weapons, (FGRUNT_HANDGRENADE | FGRUNT_GRENADELAUNCHER)))
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// if the grunt isn't moving, it's ok to check.
|
||
|
if (m_flGroundSpeed != 0)
|
||
|
{
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
return m_fThrowGrenade;
|
||
|
}
|
||
|
|
||
|
// assume things haven't changed too much since last time
|
||
|
if (gpGlobals->time < m_flNextGrenadeCheck)
|
||
|
{
|
||
|
return m_fThrowGrenade;
|
||
|
}
|
||
|
|
||
|
if (!FBitSet(m_hEnemy->pev->flags, FL_ONGROUND) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z)
|
||
|
{
|
||
|
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
|
||
|
// be grenaded.
|
||
|
// don't throw grenades at anything that isn't on the ground!
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
return m_fThrowGrenade;
|
||
|
}
|
||
|
|
||
|
Vector vecTarget;
|
||
|
|
||
|
if (FBitSet(pev->weapons, FGRUNT_HANDGRENADE))
|
||
|
{
|
||
|
// find feet
|
||
|
if (RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
// magically know where they are
|
||
|
vecTarget = Vector(m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// toss it to where you last saw them
|
||
|
vecTarget = m_vecEnemyLKP;
|
||
|
}
|
||
|
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
|
||
|
// estimate position
|
||
|
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// find target
|
||
|
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
|
||
|
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget(pev->origin) - m_hEnemy->pev->origin);
|
||
|
// estimate position
|
||
|
if (HasConditions(bits_COND_SEE_ENEMY))
|
||
|
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity;
|
||
|
}
|
||
|
|
||
|
// are any of my squad members near the intended grenade impact area?
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
if (pSquadMonster && pSquadMonster->InSquad())
|
||
|
{
|
||
|
if (pSquadMonster->SquadMemberInRange(vecTarget, 256))
|
||
|
{
|
||
|
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((vecTarget - pev->origin).Length2D() <= 256)
|
||
|
{
|
||
|
// crap, I don't want to blow myself up
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
return m_fThrowGrenade;
|
||
|
}
|
||
|
|
||
|
|
||
|
if (FBitSet(pev->weapons, FGRUNT_HANDGRENADE))
|
||
|
{
|
||
|
Vector vecToss = VecCheckToss(pev, GetGunPosition(), vecTarget, 0.5);
|
||
|
|
||
|
if (vecToss != g_vecZero)
|
||
|
{
|
||
|
m_vecTossVelocity = vecToss;
|
||
|
|
||
|
// throw a hand grenade
|
||
|
m_fThrowGrenade = TRUE;
|
||
|
// don't check again for a while.
|
||
|
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// don't throw
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
// don't check again for a while.
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecToss = VecCheckThrow(pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5);
|
||
|
|
||
|
if (vecToss != g_vecZero)
|
||
|
{
|
||
|
m_vecTossVelocity = vecToss;
|
||
|
|
||
|
// throw a hand grenade
|
||
|
m_fThrowGrenade = TRUE;
|
||
|
// don't check again for a while.
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// don't throw
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
// don't check again for a while.
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return m_fThrowGrenade;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Fire
|
||
|
//=========================================================
|
||
|
void CFGrunt::Fire(const Vector& vecShootOrigin, const Vector& vecShootDir, const Vector& vecSpread, int model, int effects, int bulletType, int soundType)
|
||
|
{
|
||
|
UTIL_MakeVectors(pev->angles);
|
||
|
|
||
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
||
|
EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, model, soundType);
|
||
|
FireBullets(1, vecShootOrigin, vecShootDir, vecSpread, 2048, bulletType); // shoot +-5 degrees
|
||
|
|
||
|
pev->effects |= effects;
|
||
|
|
||
|
Vector angDir = UTIL_VecToAngles(vecShootDir);
|
||
|
SetBlending(0, angDir.x);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Shoot
|
||
|
//=========================================================
|
||
|
void CFGrunt::Shoot(void)
|
||
|
{
|
||
|
if (m_hEnemy == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Fire(GetGunPosition(), ShootAtEnemy(GetGunPosition()), VECTOR_CONE_10DEGREES, m_iBrassShell, EF_MUZZLEFLASH, BULLET_MONSTER_MP5, TE_BOUNCE_SHELL);
|
||
|
|
||
|
m_cAmmoLoaded--;// take away a bullet!
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Shotgun
|
||
|
//=========================================================
|
||
|
void CFGrunt::Shotgun(void)
|
||
|
{
|
||
|
if (m_hEnemy == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Fire(GetGunPosition(), ShootAtEnemy(GetGunPosition()), VECTOR_CONE_15DEGREES, m_iShotgunShell, EF_MUZZLEFLASH, BULLET_PLAYER_BUCKSHOT, TE_BOUNCE_SHELL);
|
||
|
|
||
|
m_cAmmoLoaded--;// take away a bullet!
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Saw
|
||
|
//=========================================================
|
||
|
void CFGrunt::Saw(void)
|
||
|
{
|
||
|
if (m_hEnemy == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Fire(GetGunPosition(), ShootAtEnemy(GetGunPosition()), VECTOR_CONE_10DEGREES, m_iSawShell, EF_MUZZLEFLASH, BULLET_PLAYER_556, TE_BOUNCE_SHELL);
|
||
|
|
||
|
m_cAmmoLoaded--;// take away a bullet!
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// HandleAnimEvent - catches the monster-specific messages
|
||
|
// that occur when tagged animation frames are played.
|
||
|
//
|
||
|
// Returns number of events handled, 0 if none.
|
||
|
//=========================================================
|
||
|
void CFGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
|
||
|
{
|
||
|
Vector vecShootDir;
|
||
|
Vector vecShootOrigin;
|
||
|
|
||
|
switch (pEvent->event)
|
||
|
{
|
||
|
case FGRUNT_AE_DROP_GUN:
|
||
|
{
|
||
|
Vector vecGunPos;
|
||
|
Vector vecGunAngles;
|
||
|
|
||
|
GetAttachment(0, vecGunPos, vecGunAngles);
|
||
|
|
||
|
// switch to body group with no gun.
|
||
|
SetBodygroup(GUN_GROUP, GUN_NONE);
|
||
|
|
||
|
// now spawn a gun.
|
||
|
DropGun(vecGunPos, vecGunAngles);
|
||
|
|
||
|
// Drop grenades if supported.
|
||
|
if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER))
|
||
|
{
|
||
|
DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_RELOAD:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM);
|
||
|
m_cAmmoLoaded = m_cClipSize;
|
||
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_GREN_TOSS:
|
||
|
{
|
||
|
UTIL_MakeVectors(pev->angles);
|
||
|
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
|
||
|
CGrenade::ShootTimed(pev, GetGunPosition(), m_vecTossVelocity, 3.5);
|
||
|
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
||
|
// !!!LATER - when in a group, only try to throw grenade if ordered.
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_GREN_LAUNCH:
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
|
||
|
CGrenade::ShootContact(pev, GetGunPosition(), m_vecTossVelocity);
|
||
|
m_fThrowGrenade = FALSE;
|
||
|
if (g_iSkillLevel == SKILL_HARD)
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT(2, 5);// wait a random amount of time before shooting again
|
||
|
else
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_GREN_DROP:
|
||
|
{
|
||
|
UTIL_MakeVectors(pev->angles);
|
||
|
CGrenade::ShootTimed(pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_BURST1:
|
||
|
{
|
||
|
if (FBitSet(pev->weapons, FGRUNT_9MMAR))
|
||
|
{
|
||
|
Shoot();
|
||
|
|
||
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
||
|
if (RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM);
|
||
|
}
|
||
|
}
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_SAW))
|
||
|
{
|
||
|
Saw();
|
||
|
|
||
|
switch (RANDOM_LONG(0, 2))
|
||
|
{
|
||
|
case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM); break;
|
||
|
case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM); break;
|
||
|
case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM); break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Shotgun();
|
||
|
|
||
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM);
|
||
|
}
|
||
|
|
||
|
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_BURST2:
|
||
|
case FGRUNT_AE_BURST3:
|
||
|
if (FBitSet(pev->weapons, FGRUNT_9MMAR))
|
||
|
{
|
||
|
Shoot();
|
||
|
}
|
||
|
else if(FBitSet(pev->weapons, FGRUNT_SAW))
|
||
|
{
|
||
|
Saw();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_KICK:
|
||
|
{
|
||
|
CBaseEntity *pHurt = Kick();
|
||
|
|
||
|
if (pHurt)
|
||
|
{
|
||
|
// SOUND HERE!
|
||
|
UTIL_MakeVectors(pev->angles);
|
||
|
pHurt->pev->punchangle.x = 15;
|
||
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
|
||
|
pHurt->TakeDamage(pev, pev, gSkillData.hgruntAllyDmgKick, DMG_CLUB);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FGRUNT_AE_CAUGHT_ENEMY:
|
||
|
{
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_ALERT", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
CTalkMonster::HandleAnimEvent(pEvent);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Spawn
|
||
|
//=========================================================
|
||
|
void CFGrunt::Spawn()
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/hgrunt_opfor.mdl");
|
||
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
|
||
|
pev->solid = SOLID_SLIDEBOX;
|
||
|
pev->movetype = MOVETYPE_STEP;
|
||
|
m_bloodColor = BLOOD_COLOR_RED;
|
||
|
pev->health = gSkillData.hgruntAllyHealth;
|
||
|
pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
|
||
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
||
|
m_MonsterState = MONSTERSTATE_NONE;
|
||
|
|
||
|
pev->body = 0; // gun in holster
|
||
|
|
||
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
|
||
|
|
||
|
// Select a random head.
|
||
|
if (head == -1)
|
||
|
{
|
||
|
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, FGRUNT_NUM_HEADS - 1 ));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetBodygroup(HEAD_GROUP, head);
|
||
|
}
|
||
|
|
||
|
if (pev->weapons == 0)
|
||
|
{
|
||
|
// initialize to original values
|
||
|
pev->weapons = FGRUNT_9MMAR | FGRUNT_HANDGRENADE;
|
||
|
}
|
||
|
|
||
|
// Setup bodygroups.
|
||
|
if (FBitSet(pev->weapons, FGRUNT_SHOTGUN))
|
||
|
{
|
||
|
torso = TORSO_SHELLS;
|
||
|
|
||
|
SetBodygroup(TORSO_GROUP, torso);
|
||
|
SetBodygroup(GUN_GROUP, GUN_SHOTGUN);
|
||
|
|
||
|
m_cClipSize = 8;
|
||
|
}
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_SAW))
|
||
|
{
|
||
|
torso = TORSO_SAW;
|
||
|
|
||
|
SetBodygroup(TORSO_GROUP, torso);
|
||
|
SetBodygroup(GUN_GROUP, GUN_SAW);
|
||
|
|
||
|
m_cClipSize = FGRUNT_CLIP_SIZE_SAW;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
torso = TORSO_BACKPACK;
|
||
|
|
||
|
SetBodygroup(TORSO_GROUP, torso);
|
||
|
SetBodygroup(GUN_GROUP, GUN_MP5);
|
||
|
|
||
|
m_cClipSize = FGRUNT_CLIP_SIZE_MP5;
|
||
|
}
|
||
|
|
||
|
|
||
|
m_cAmmoLoaded = m_cClipSize;
|
||
|
|
||
|
MonsterInit();
|
||
|
SetUse(&CFGrunt::FollowerUse);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Precache - precaches all resources this monster needs
|
||
|
//=========================================================
|
||
|
void CFGrunt::Precache()
|
||
|
{
|
||
|
PRECACHE_MODEL("models/hgrunt_opfor.mdl");
|
||
|
|
||
|
PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
|
||
|
PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
|
||
|
|
||
|
PRECACHE_SOUND("hgrunt/saw_fire1.wav");
|
||
|
PRECACHE_SOUND("hgrunt/saw_fire2.wav");
|
||
|
PRECACHE_SOUND("hgrunt/saw_fire3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
|
||
|
|
||
|
PRECACHE_SOUND("weapons/glauncher.wav");
|
||
|
|
||
|
PRECACHE_SOUND("weapons/sbarrel1.wav");
|
||
|
|
||
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
|
||
|
PRECACHE_SOUND_ARRAY( g_pszDeathSounds );
|
||
|
|
||
|
PRECACHE_SOUND_ARRAY( g_pszPainSounds );
|
||
|
|
||
|
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
|
||
|
m_iShotgunShell = PRECACHE_MODEL("models/shotgunshell.mdl");
|
||
|
m_iSawShell = PRECACHE_MODEL("models/saw_shell.mdl");
|
||
|
|
||
|
|
||
|
// every new barney must call this, otherwise
|
||
|
// when a level is loaded, nobody will talk (time is reset to 0)
|
||
|
TalkInit();
|
||
|
CTalkMonster::Precache();
|
||
|
}
|
||
|
|
||
|
// Init talk data
|
||
|
void CFGrunt::TalkInit()
|
||
|
{
|
||
|
|
||
|
CTalkMonster::TalkInit();
|
||
|
|
||
|
// scientists speach group names (group names are in sentences.txt)
|
||
|
|
||
|
m_szGrp[TLK_ANSWER] = "FG_ANSWER";
|
||
|
m_szGrp[TLK_QUESTION] = "FG_QUESTION";
|
||
|
m_szGrp[TLK_IDLE] = "FG_IDLE";
|
||
|
m_szGrp[TLK_STARE] = "FG_STARE";
|
||
|
m_szGrp[TLK_USE] = "FG_OK";
|
||
|
m_szGrp[TLK_UNUSE] = "FG_WAIT";
|
||
|
m_szGrp[TLK_STOP] = "FG_STOP";
|
||
|
|
||
|
m_szGrp[TLK_NOSHOOT] = "FG_SCARED";
|
||
|
m_szGrp[TLK_HELLO] = "FG_HELLO";
|
||
|
|
||
|
m_szGrp[TLK_PLHURT1] = "!FG_CUREA";
|
||
|
m_szGrp[TLK_PLHURT2] = "!FG_CUREB";
|
||
|
m_szGrp[TLK_PLHURT3] = "!FG_CUREC";
|
||
|
|
||
|
m_szGrp[TLK_PHELLO] = NULL;
|
||
|
m_szGrp[TLK_PIDLE] = NULL;
|
||
|
m_szGrp[TLK_PQUESTION] = "FG_PQUEST";
|
||
|
|
||
|
m_szGrp[TLK_SMELL] = "FG_SMELL";
|
||
|
|
||
|
m_szGrp[TLK_WOUND] = "FG_WOUND";
|
||
|
m_szGrp[TLK_MORTAL] = "FG_MORTAL";
|
||
|
|
||
|
// get voice for head - just one barney voice for now
|
||
|
m_voicePitch = 100;
|
||
|
}
|
||
|
|
||
|
|
||
|
static BOOL IsFacing(entvars_t *pevTest, const Vector &reference)
|
||
|
{
|
||
|
Vector vecDir = (reference - pevTest->origin);
|
||
|
vecDir.z = 0;
|
||
|
vecDir = vecDir.Normalize();
|
||
|
Vector forward, angle;
|
||
|
angle = pevTest->v_angle;
|
||
|
angle.x = 0;
|
||
|
UTIL_MakeVectorsPrivate(angle, forward, NULL, NULL);
|
||
|
// He's facing me, he meant it
|
||
|
if (DotProduct(forward, vecDir) > 0.96) // +/- 15 degrees or so
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CFGrunt::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
|
||
|
{
|
||
|
// make sure friends talk about it if player hurts talkmonsters...
|
||
|
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||
|
if (!IsAlive() || pev->deadflag == DEAD_DYING)
|
||
|
return ret;
|
||
|
|
||
|
if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT))
|
||
|
{
|
||
|
m_flPlayerDamage += flDamage;
|
||
|
|
||
|
// This is a heurstic to determine if the player intended to harm me
|
||
|
// If I have an enemy, we can't establish intent (may just be crossfire)
|
||
|
if (m_hEnemy == NULL)
|
||
|
{
|
||
|
// If the player was facing directly at me, or I'm already suspicious, get mad
|
||
|
if ((m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing(pevAttacker, pev->origin))
|
||
|
{
|
||
|
// Alright, now I'm pissed!
|
||
|
PlaySentence("FG_MAD", 4, VOL_NORM, ATTN_NORM);
|
||
|
|
||
|
Remember(bits_MEMORY_PROVOKED);
|
||
|
StopFollowing(TRUE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Hey, be careful with that
|
||
|
PlaySentence("FG_SHOT", 4, VOL_NORM, ATTN_NORM);
|
||
|
Remember(bits_MEMORY_SUSPICIOUS);
|
||
|
}
|
||
|
}
|
||
|
else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO)
|
||
|
{
|
||
|
PlaySentence("FG_SHOT", 4, VOL_NORM, ATTN_NORM);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// PainSound
|
||
|
//=========================================================
|
||
|
void CFGrunt::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, g_pszPainSounds[ RANDOM_LONG(0, FGRUNT_NUM_PAIN_SOUNDS - 1) ], 1, ATTN_NORM, 0, GetVoicePitch());
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DeathSound
|
||
|
//=========================================================
|
||
|
void CFGrunt::DeathSound(void)
|
||
|
{
|
||
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, g_pszDeathSounds[RANDOM_LONG(0, FGRUNT_NUM_DEATH_SOUNDS - 1)], 1, ATTN_NORM, 0, GetVoicePitch());
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// TractAttack
|
||
|
//=========================================================
|
||
|
void CFGrunt::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
|
{
|
||
|
switch (ptr->iHitgroup)
|
||
|
{
|
||
|
case HITGROUP_CHEST:
|
||
|
case HITGROUP_STOMACH:
|
||
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
|
||
|
{
|
||
|
flDamage = flDamage / 2;
|
||
|
}
|
||
|
break;
|
||
|
case 10:
|
||
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
|
||
|
{
|
||
|
flDamage -= 20;
|
||
|
if (flDamage <= 0)
|
||
|
{
|
||
|
UTIL_Ricochet(ptr->vecEndPos, 1.0);
|
||
|
flDamage = 0.01;
|
||
|
}
|
||
|
}
|
||
|
// always a head shot
|
||
|
ptr->iHitgroup = HITGROUP_HEAD;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CFGrunt::Killed(entvars_t *pevAttacker, int iGib)
|
||
|
{
|
||
|
if (GetBodygroup(2) != 2)
|
||
|
{
|
||
|
Vector vecGunPos;
|
||
|
Vector vecGunAngles;
|
||
|
|
||
|
// throw a gun if the grunt has one
|
||
|
GetAttachment(0, vecGunPos, vecGunAngles);
|
||
|
|
||
|
DropGun(vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
|
||
|
SetUse(NULL);
|
||
|
CTalkMonster::Killed(pevAttacker, iGib);
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// DropGun
|
||
|
//=========================================================
|
||
|
CBaseEntity* CFGrunt::DropGun(const Vector& vecGunPos, const Vector& vecGunAngles, char* szClassname)
|
||
|
{
|
||
|
CBaseEntity* pGun = NULL;
|
||
|
|
||
|
if (szClassname && *szClassname)
|
||
|
{
|
||
|
pGun = DropItem(szClassname, vecGunPos, vecGunAngles);
|
||
|
|
||
|
if (pGun)
|
||
|
{
|
||
|
return pGun;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ALERT(at_console, "ERROR: Could not find classname %s. No such class.\n", szClassname);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (FBitSet(pev->weapons, FGRUNT_SHOTGUN))
|
||
|
{
|
||
|
pGun = DropItem("weapon_shotgun", vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_SAW))
|
||
|
{
|
||
|
pGun = DropItem("weapon_m249", vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pGun = DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
|
||
|
}
|
||
|
|
||
|
return pGun;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// PrescheduleThink - this function runs after conditions
|
||
|
// are collected and before scheduling code is run.
|
||
|
//=========================================================
|
||
|
void CFGrunt::PrescheduleThink(void)
|
||
|
{
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
|
||
|
if (pSquadMonster && pSquadMonster->InSquad() && m_hEnemy != NULL)
|
||
|
{
|
||
|
if (HasConditions(bits_COND_SEE_ENEMY))
|
||
|
{
|
||
|
// update the squad's last enemy sighting time.
|
||
|
|
||
|
|
||
|
pSquadMonster->MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (gpGlobals->time - pSquadMonster->MySquadLeader()->m_flLastEnemySightTime > 5)
|
||
|
{
|
||
|
// been a while since we've seen the enemy
|
||
|
pSquadMonster->MySquadLeader()->m_fEnemyEluded = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
|
||
|
Schedule_t* CFGrunt::GetScheduleOfType(int Type)
|
||
|
{
|
||
|
#if 1
|
||
|
Schedule_t *psched;
|
||
|
|
||
|
switch( Type )
|
||
|
{
|
||
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
|
{
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
if (pSquadMonster && pSquadMonster->InSquad())
|
||
|
{
|
||
|
if (g_iSkillLevel == SKILL_HARD && HasConditions(bits_COND_CAN_RANGE_ATTACK2) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_GRENADE))
|
||
|
{
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_THROW", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return slGruntTossGrenadeCover;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slGruntTakeCover[0];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
return &slGruntTakeCover[0];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slGruntGrenadeCover[0];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||
|
{
|
||
|
return &slGruntTakeCoverFromBestSound[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_TAKECOVER_FAILED:
|
||
|
{
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
if (pSquadMonster && pSquadMonster->InSquad())
|
||
|
{
|
||
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_ENGAGE))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return GetScheduleOfType(SCHED_FAIL);
|
||
|
}
|
||
|
break;
|
||
|
case SCHED_FGRUNT_ELOF_FAIL:
|
||
|
{
|
||
|
// human grunt is unable to move to a position that allows him to attack the enemy.
|
||
|
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
|
||
|
}
|
||
|
break;
|
||
|
case SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE:
|
||
|
{
|
||
|
return &slGruntEstablishLineOfFire[0];
|
||
|
}
|
||
|
break;
|
||
|
case SCHED_RANGE_ATTACK1:
|
||
|
{
|
||
|
// randomly stand or crouch
|
||
|
if (RANDOM_LONG(0, 9) == 0)
|
||
|
m_fStanding = RANDOM_LONG(0, 1);
|
||
|
|
||
|
if (m_fStanding)
|
||
|
return &slGruntRangeAttack1B[0];
|
||
|
else
|
||
|
return &slGruntRangeAttack1A[0];
|
||
|
}
|
||
|
case SCHED_RANGE_ATTACK2:
|
||
|
{
|
||
|
return &slGruntRangeAttack2[0];
|
||
|
}
|
||
|
case SCHED_COMBAT_FACE:
|
||
|
{
|
||
|
return &slGruntCombatFace[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_WAIT_FACE_ENEMY:
|
||
|
{
|
||
|
return &slGruntWaitInCover[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_SWEEP:
|
||
|
{
|
||
|
return &slGruntSweep[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_COVER_AND_RELOAD:
|
||
|
{
|
||
|
return &slGruntHideReload[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_FOUND_ENEMY:
|
||
|
{
|
||
|
return &slGruntFoundEnemy[0];
|
||
|
}
|
||
|
case SCHED_VICTORY_DANCE:
|
||
|
{
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
if (pSquadMonster && pSquadMonster->InSquad())
|
||
|
{
|
||
|
if (!pSquadMonster->IsLeader())
|
||
|
{
|
||
|
return &slGruntFail[0];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return &slGruntVictoryDance[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_SUPPRESS:
|
||
|
{
|
||
|
if (m_hEnemy->IsPlayer() && m_fFirstEncounter)
|
||
|
{
|
||
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
|
||
|
return &slGruntSignalSuppress[0];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slGruntSuppress[0];
|
||
|
}
|
||
|
}
|
||
|
case SCHED_FAIL:
|
||
|
{
|
||
|
if (m_hEnemy != NULL)
|
||
|
{
|
||
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
|
||
|
return &slGruntCombatFail[0];
|
||
|
}
|
||
|
|
||
|
return &slGruntFail[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_REPEL:
|
||
|
{
|
||
|
if (pev->velocity.z > -128)
|
||
|
pev->velocity.z -= 32;
|
||
|
return &slGruntRepel[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_REPEL_ATTACK:
|
||
|
{
|
||
|
if (pev->velocity.z > -128)
|
||
|
pev->velocity.z -= 32;
|
||
|
return &slGruntRepelAttack[0];
|
||
|
}
|
||
|
case SCHED_FGRUNT_REPEL_LAND:
|
||
|
{
|
||
|
return &slGruntRepelLand[0];
|
||
|
}
|
||
|
|
||
|
case SCHED_ARM_WEAPON:
|
||
|
if ( m_hEnemy != NULL )
|
||
|
{
|
||
|
// face enemy, then draw.
|
||
|
return slBarneyEnemyDraw;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
// Hook these to make a looping schedule
|
||
|
case SCHED_TARGET_FACE:
|
||
|
// call base class default so that barney will talk
|
||
|
// when 'used'
|
||
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
||
|
|
||
|
if (psched == slIdleStand)
|
||
|
return slBaFaceTarget; // override this gfor different target face behavior
|
||
|
else
|
||
|
return psched;
|
||
|
|
||
|
case SCHED_TARGET_CHASE:
|
||
|
return slBaFollow;
|
||
|
|
||
|
case SCHED_IDLE_STAND:
|
||
|
// call base class default so that scientist will talk
|
||
|
// when standing during idle
|
||
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
||
|
|
||
|
if (psched == slIdleStand)
|
||
|
{
|
||
|
// just look straight ahead.
|
||
|
return slIdleBaStand;
|
||
|
}
|
||
|
else
|
||
|
return psched;
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
Schedule_t *psched;
|
||
|
|
||
|
switch (Type)
|
||
|
{
|
||
|
case SCHED_ARM_WEAPON:
|
||
|
if (m_hEnemy != NULL)
|
||
|
{
|
||
|
// face enemy, then draw.
|
||
|
return slFgEnemyDraw;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
// Hook these to make a looping schedule
|
||
|
case SCHED_TARGET_FACE:
|
||
|
// call base class default so that barney will talk
|
||
|
// when 'used'
|
||
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
||
|
|
||
|
if (psched == slIdleStand)
|
||
|
return slFgFaceTarget; // override this for different target face behavior
|
||
|
else
|
||
|
return psched;
|
||
|
|
||
|
case SCHED_TARGET_CHASE:
|
||
|
return slFgFollow;
|
||
|
|
||
|
case SCHED_IDLE_STAND:
|
||
|
// call base class default so that scientist will talk
|
||
|
// when standing during idle
|
||
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
||
|
|
||
|
if (psched == slIdleStand)
|
||
|
{
|
||
|
// just look straight ahead.
|
||
|
return slIdleFgStand;
|
||
|
}
|
||
|
else
|
||
|
return psched;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return CTalkMonster::GetScheduleOfType(Type);
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// 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.
|
||
|
//
|
||
|
// Only supported when this monster has squad support!
|
||
|
//
|
||
|
//=========================================================
|
||
|
Schedule_t *CFGrunt::GetSquadSchedule(void)
|
||
|
{
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
|
||
|
// This method is reserved for NPCs with squad support!.
|
||
|
ASSERT(pSquadMonster != NULL);
|
||
|
|
||
|
CSquadMonster* pSquadLeader = pSquadMonster->MySquadLeader();
|
||
|
|
||
|
switch (m_MonsterState)
|
||
|
{
|
||
|
case MONSTERSTATE_COMBAT:
|
||
|
{
|
||
|
// new enemy
|
||
|
if (HasConditions(bits_COND_NEW_ENEMY))
|
||
|
{
|
||
|
pSquadLeader->m_fEnemyEluded = FALSE;
|
||
|
|
||
|
if (!pSquadMonster->IsLeader())
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
|
||
|
// monster and has made it the squad's enemy. You
|
||
|
// can check pev->flags for FL_CLIENT to determine whether this is the player
|
||
|
// or a monster. He's going to immediately start
|
||
|
// firing, though. If you'd like, we can make an alternate "first sight"
|
||
|
// schedule where the leader plays a handsign anim
|
||
|
// that gives us enough time to hear a short sentence or spoken command
|
||
|
// before he starts pluggin away.
|
||
|
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
|
{
|
||
|
if ((m_hEnemy != NULL) && m_hEnemy->IsPlayer())
|
||
|
// player
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_ALERT", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
else if ((m_hEnemy != NULL) &&
|
||
|
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
|
||
|
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
|
||
|
(m_hEnemy->Classify() != CLASS_MACHINE))
|
||
|
// monster
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_MONST", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
|
||
|
JustSpoke();
|
||
|
}
|
||
|
|
||
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_SUPPRESS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// can grenade launch
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER) && HasConditions(bits_COND_CAN_RANGE_ATTACK2) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_GRENADE))
|
||
|
{
|
||
|
// shoot a grenade if you can
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
|
||
|
}
|
||
|
// can shoot
|
||
|
else if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
// if the enemy has eluded the squad and a squad member has just located the enemy
|
||
|
// and the enemy does not see the squad member, issue a call to the squad to waste a
|
||
|
// little time and give the player a chance to turn.
|
||
|
if (pSquadLeader->m_fEnemyEluded && !HasConditions(bits_COND_ENEMY_FACING_ME))
|
||
|
{
|
||
|
pSquadLeader->m_fEnemyEluded = FALSE;
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_FOUND_ENEMY);
|
||
|
}
|
||
|
|
||
|
if (pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_ENGAGE))
|
||
|
{
|
||
|
// try to take an available ENGAGE slot
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
|
||
|
}
|
||
|
else if (HasConditions(bits_COND_CAN_RANGE_ATTACK2) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_GRENADE))
|
||
|
{
|
||
|
// throw a grenade if can and no engage slots are available
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// hide!
|
||
|
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
|
||
|
}
|
||
|
}
|
||
|
// can't see enemy
|
||
|
else if (HasConditions(bits_COND_ENEMY_OCCLUDED))
|
||
|
{
|
||
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK2) && pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_GRENADE))
|
||
|
{
|
||
|
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_THROW", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
|
||
|
}
|
||
|
else if (pSquadMonster->OccupySlot(bits_SLOTS_HGRUNT_ENGAGE))
|
||
|
{
|
||
|
//!!!KELLY - grunt cannot see the enemy and has just decided to
|
||
|
// charge the enemy's position.
|
||
|
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
||
|
{
|
||
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
|
m_iSentence = FGRUNT_SENT_CHARGE;
|
||
|
//JustSpoke();
|
||
|
}
|
||
|
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// 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 *CFGrunt::GetSchedule(void)
|
||
|
{
|
||
|
// clear old sentence
|
||
|
m_iSentence = FGRUNT_SENT_NONE;
|
||
|
|
||
|
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
|
||
|
if (pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE)
|
||
|
{
|
||
|
if (pev->flags & FL_ONGROUND)
|
||
|
{
|
||
|
// just landed
|
||
|
pev->movetype = MOVETYPE_STEP;
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_REPEL_LAND);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// repel down a rope,
|
||
|
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_REPEL_ATTACK);
|
||
|
else
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_REPEL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// grunts place HIGH priority on running away from danger sounds.
|
||
|
if (HasConditions(bits_COND_HEAR_SOUND))
|
||
|
{
|
||
|
CSound *pSound;
|
||
|
pSound = PBestSound();
|
||
|
|
||
|
ASSERT( pSound != NULL );
|
||
|
if ( pSound)
|
||
|
{
|
||
|
if (pSound->m_iType & bits_SOUND_DANGER)
|
||
|
{
|
||
|
// dangerous sound nearby!
|
||
|
|
||
|
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
|
||
|
// and the grunt should find cover from the blast
|
||
|
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
|
||
|
// It's not safe to play a verbal order here "Scatter", etc cause
|
||
|
// this may only affect a single individual in a squad.
|
||
|
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz( ENT(pev), "FG_GREN", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||
|
}
|
||
|
/*
|
||
|
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) ))
|
||
|
{
|
||
|
MakeIdealYaw( pSound->m_vecOrigin );
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
|
||
|
{
|
||
|
PlaySentence("FG_KILL", 4, VOL_NORM, ATTN_NORM);
|
||
|
}
|
||
|
|
||
|
#if 1
|
||
|
// Check if we have squad support.
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
|
||
|
if (pSquadMonster)
|
||
|
{
|
||
|
// squad schedule.
|
||
|
Schedule_t* squadSched = GetSquadSchedule();
|
||
|
|
||
|
if (squadSched)
|
||
|
{
|
||
|
return squadSched;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
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();
|
||
|
}
|
||
|
|
||
|
// new enemy
|
||
|
if (HasConditions(bits_COND_NEW_ENEMY))
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
// no ammo
|
||
|
else if (HasConditions(bits_COND_NO_AMMO_LOADED))
|
||
|
{
|
||
|
//!!!KELLY - this individual just realized he's out of bullet ammo.
|
||
|
// He's going to try to find cover to run to and reload, but rarely, if
|
||
|
// none is available, he'll drop and reload in the open here.
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_COVER_AND_RELOAD);
|
||
|
}
|
||
|
|
||
|
// damaged just a little
|
||
|
else if (HasConditions(bits_COND_LIGHT_DAMAGE))
|
||
|
{
|
||
|
// if hurt:
|
||
|
// 90% chance of taking cover
|
||
|
// 10% chance of flinch.
|
||
|
int iPercent = RANDOM_LONG(0, 99);
|
||
|
|
||
|
if (iPercent <= 90 && m_hEnemy != NULL)
|
||
|
{
|
||
|
// only try to take cover if we actually have an enemy!
|
||
|
|
||
|
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
|
{
|
||
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
|
m_iSentence = FGRUNT_SENT_COVER;
|
||
|
//JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_SMALL_FLINCH);
|
||
|
}
|
||
|
}
|
||
|
// can kick
|
||
|
else if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
|
||
|
}
|
||
|
// can shoot
|
||
|
else if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
if (FBitSet(pev->weapons, FGRUNT_GRENADELAUNCHER) && HasConditions(bits_COND_CAN_RANGE_ATTACK2))
|
||
|
{
|
||
|
// shoot a grenade if you can
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
|
||
|
}
|
||
|
// can shoot
|
||
|
else if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
|
||
|
}
|
||
|
}
|
||
|
// can't see enemy
|
||
|
else if (HasConditions(bits_COND_ENEMY_OCCLUDED))
|
||
|
{
|
||
|
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
||
|
// the enemy wanders back out into the open, or approaches the
|
||
|
// grunt's covered position. Good place for a taunt, I guess?
|
||
|
if (FOkToSpeak() && RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "FG_TAUNT", FGRUNT_SENTENCE_VOLUME, FGRUNT_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType(SCHED_STANDOFF);
|
||
|
}
|
||
|
|
||
|
if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_FGRUNT_ESTABLISH_LINE_OF_FIRE);
|
||
|
}
|
||
|
}
|
||
|
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 == NULL && 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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return CTalkMonster::GetSchedule();
|
||
|
}
|
||
|
|
||
|
MONSTERSTATE CFGrunt::GetIdealState(void)
|
||
|
{
|
||
|
return CTalkMonster::GetIdealState();
|
||
|
}
|
||
|
|
||
|
void CFGrunt::DeclineFollowing(void)
|
||
|
{
|
||
|
PlaySentence("FG_POK", 2, VOL_NORM, ATTN_NORM);
|
||
|
}
|
||
|
|
||
|
void CFGrunt::StartTask(Task_t *pTask)
|
||
|
{
|
||
|
#if 1
|
||
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_FGRUNT_CHECK_FIRE:
|
||
|
{
|
||
|
CSquadMonster* pSquadMonster = MySquadMonsterPointer();
|
||
|
|
||
|
if (pSquadMonster && !pSquadMonster->NoFriendlyFire())
|
||
|
{
|
||
|
SetConditions(bits_COND_SPECIAL1); // bits_COND_GRUNT_NOFIRE
|
||
|
}
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_FGRUNT_SPEAK_SENTENCE:
|
||
|
SpeakSentence();
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
|
||
|
case TASK_WALK_PATH:
|
||
|
case TASK_RUN_PATH:
|
||
|
// grunt no longer assumes he is covered if he moves
|
||
|
Forget(bits_MEMORY_INCOVER);
|
||
|
CTalkMonster::StartTask(pTask);
|
||
|
break;
|
||
|
|
||
|
case TASK_RELOAD:
|
||
|
m_IdealActivity = ACT_RELOAD;
|
||
|
break;
|
||
|
|
||
|
case TASK_FGRUNT_FACE_TOSS_DIR:
|
||
|
break;
|
||
|
|
||
|
case TASK_FACE_IDEAL:
|
||
|
case TASK_FACE_ENEMY:
|
||
|
CTalkMonster::StartTask(pTask);
|
||
|
if (pev->movetype == MOVETYPE_FLY)
|
||
|
{
|
||
|
m_IdealActivity = ACT_GLIDE;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CTalkMonster::StartTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
#endif
|
||
|
CTalkMonster::StartTask(pTask);
|
||
|
}
|
||
|
|
||
|
void CFGrunt::RunTask(Task_t *pTask)
|
||
|
{
|
||
|
#if 1
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_FGRUNT_FACE_TOSS_DIR:
|
||
|
{
|
||
|
// project a point along the toss vector and turn to face that point.
|
||
|
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 );
|
||
|
ChangeYaw( pev->yaw_speed );
|
||
|
|
||
|
if ( FacingIdeal() )
|
||
|
{
|
||
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_RANGE_ATTACK1:
|
||
|
{
|
||
|
//if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
|
||
|
//{
|
||
|
// pev->framerate = 1.5;
|
||
|
//}
|
||
|
CTalkMonster::RunTask(pTask);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
CTalkMonster::RunTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_RANGE_ATTACK1:
|
||
|
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
|
||
|
{
|
||
|
pev->framerate = 1.5;
|
||
|
}
|
||
|
CTalkMonster::RunTask(pTask);
|
||
|
break;
|
||
|
default:
|
||
|
CTalkMonster::RunTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
void CFGrunt::KeyValue(KeyValueData *pkvd)
|
||
|
{
|
||
|
if (FStrEq(pkvd->szKeyName, "head"))
|
||
|
{
|
||
|
head = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else
|
||
|
CTalkMonster::KeyValue(pkvd);
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// SetActivity
|
||
|
//=========================================================
|
||
|
void CFGrunt::SetActivity(Activity NewActivity)
|
||
|
{
|
||
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
|
void *pmodel = GET_MODEL_PTR(ENT(pev));
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
ALERT(at_console, "ALERT: incoming activity: %s\n", UTIL_GetActivityNameBySequence(LookupActivity(NewActivity)));
|
||
|
#endif
|
||
|
|
||
|
switch (NewActivity)
|
||
|
{
|
||
|
case ACT_RANGE_ATTACK1:
|
||
|
// grunt is either shooting standing or shooting crouched
|
||
|
if (FBitSet(pev->weapons, FGRUNT_9MMAR))
|
||
|
{
|
||
|
if (m_fStanding)
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence("standing_mp5");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence("crouching_mp5");
|
||
|
}
|
||
|
}
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_SAW))
|
||
|
{
|
||
|
if (m_fStanding)
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence("standing_saw");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence("crouching_saw");
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (m_fStanding)
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence("standing_shotgun");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence("crouching_shotgun");
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case ACT_RANGE_ATTACK2:
|
||
|
// grunt is going to a secondary long range attack. This may be a thrown
|
||
|
// grenade or fired grenade, we must determine which and pick proper sequence
|
||
|
if (pev->weapons & FGRUNT_HANDGRENADE)
|
||
|
{
|
||
|
// get toss anim
|
||
|
iSequence = LookupSequence("throwgrenade");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get launch anim
|
||
|
iSequence = LookupSequence("launchgrenade");
|
||
|
}
|
||
|
break;
|
||
|
case ACT_RUN:
|
||
|
if (pev->health <= FGRUNT_LIMP_HEALTH)
|
||
|
{
|
||
|
// limp!
|
||
|
iSequence = LookupActivity(ACT_RUN_HURT);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
}
|
||
|
break;
|
||
|
case ACT_WALK:
|
||
|
if (pev->health <= FGRUNT_LIMP_HEALTH)
|
||
|
{
|
||
|
// limp!
|
||
|
iSequence = LookupActivity(ACT_WALK_HURT);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ACT_IDLE:
|
||
|
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||
|
{
|
||
|
NewActivity = ACT_IDLE_ANGRY;
|
||
|
}
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
break;
|
||
|
#if 1
|
||
|
|
||
|
case ACT_FLINCH_LEFTLEG:
|
||
|
case ACT_FLINCH_RIGHTLEG:
|
||
|
case ACT_FLINCH_LEFTARM:
|
||
|
case ACT_FLINCH_RIGHTARM:
|
||
|
{
|
||
|
NewActivity = ACT_SMALL_FLINCH;
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
}
|
||
|
break;
|
||
|
#endif
|
||
|
|
||
|
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)
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
UTIL_PrintActivity(this);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CHGruntRepel - when triggered, spawns a monster_human_grunt
|
||
|
// repelling down a line.
|
||
|
//=========================================================
|
||
|
|
||
|
class CFGruntRepel : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
virtual void Spawn(void);
|
||
|
virtual void Precache(void);
|
||
|
virtual void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
|
||
|
int m_iSpriteTexture; // Don't save, precache
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CHGruntRepel - when triggered, spawns a monster_human_grunt
|
||
|
// repelling down a line.
|
||
|
//=========================================================
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(monster_grunt_ally_repel, CFGruntRepel);
|
||
|
|
||
|
void CFGruntRepel::Spawn(void)
|
||
|
{
|
||
|
Precache();
|
||
|
pev->solid = SOLID_NOT;
|
||
|
|
||
|
SetUse(&CFGruntRepel::RepelUse);
|
||
|
}
|
||
|
|
||
|
void CFGruntRepel::Precache(void)
|
||
|
{
|
||
|
UTIL_PrecacheOther("monster_human_grunt_ally");
|
||
|
m_iSpriteTexture = PRECACHE_MODEL("sprites/rope.spr");
|
||
|
}
|
||
|
|
||
|
void CFGruntRepel::RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
|
||
|
/*
|
||
|
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
|
||
|
return NULL;
|
||
|
*/
|
||
|
|
||
|
CBaseEntity *pEntity = Create("monster_human_grunt_ally", pev->origin, pev->angles);
|
||
|
CBaseMonster *pGrunt = pEntity->MyMonsterPointer();
|
||
|
pGrunt->pev->movetype = MOVETYPE_FLY;
|
||
|
pGrunt->pev->velocity = Vector(0, 0, RANDOM_FLOAT(-196, -128));
|
||
|
pGrunt->SetActivity(ACT_GLIDE);
|
||
|
// UNDONE: position?
|
||
|
pGrunt->m_vecLastPosition = tr.vecEndPos;
|
||
|
|
||
|
CBeam *pBeam = CBeam::BeamCreate("sprites/rope.spr", 10);
|
||
|
pBeam->PointEntInit(pev->origin + Vector(0, 0, 112), pGrunt->entindex());
|
||
|
pBeam->SetFlags(BEAM_FSOLID);
|
||
|
pBeam->SetColor(255, 255, 255);
|
||
|
pBeam->SetThink(&CBeam::SUB_Remove);
|
||
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5;
|
||
|
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// DEAD FGRUNT PROP
|
||
|
//=========================================================
|
||
|
class CDeadFGrunt : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn(void);
|
||
|
int Classify(void) { return CLASS_HUMAN_MILITARY; }
|
||
|
|
||
|
void KeyValue(KeyValueData *pkvd);
|
||
|
|
||
|
virtual int Save(CSave &save);
|
||
|
virtual int Restore(CRestore &restore);
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||
|
int m_iHead;
|
||
|
static char *m_szPoses[6];
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(monster_human_grunt_ally_dead, CDeadFGrunt);
|
||
|
|
||
|
TYPEDESCRIPTION CDeadFGrunt::m_SaveData[] =
|
||
|
{
|
||
|
DEFINE_FIELD(CDeadFGrunt, m_iHead, FIELD_INTEGER),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SAVERESTORE(CDeadFGrunt, CBaseMonster);
|
||
|
|
||
|
char *CDeadFGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting", "dead_on_back", "dead_on_stomach", "dead_headcrabed" };
|
||
|
|
||
|
void CDeadFGrunt::KeyValue(KeyValueData *pkvd)
|
||
|
{
|
||
|
if (FStrEq(pkvd->szKeyName, "pose"))
|
||
|
{
|
||
|
m_iPose = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if (FStrEq(pkvd->szKeyName, "head"))
|
||
|
{
|
||
|
m_iHead = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else
|
||
|
CBaseMonster::KeyValue(pkvd);
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// ********** DeadHGrunt SPAWN **********
|
||
|
//=========================================================
|
||
|
void CDeadFGrunt::Spawn(void)
|
||
|
{
|
||
|
PRECACHE_MODEL("models/hgrunt_opfor.mdl");
|
||
|
SET_MODEL(ENT(pev), "models/hgrunt_opfor.mdl");
|
||
|
|
||
|
pev->effects = 0;
|
||
|
pev->yaw_speed = 8;
|
||
|
pev->sequence = 0;
|
||
|
m_bloodColor = BLOOD_COLOR_RED;
|
||
|
|
||
|
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
|
||
|
|
||
|
if (pev->sequence == -1)
|
||
|
{
|
||
|
ALERT(at_console, "Dead fgrunt with bad pose\n");
|
||
|
}
|
||
|
|
||
|
// Corpses have less health
|
||
|
pev->health = 8;
|
||
|
|
||
|
|
||
|
// Select a random head.
|
||
|
if (m_iHead == -1)
|
||
|
{
|
||
|
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, FGRUNT_NUM_HEADS - 1));
|
||
|
}
|
||
|
|
||
|
if (pev->weapons == 0)
|
||
|
{
|
||
|
SetBodygroup(HEAD_GROUP, HEAD_GASMASK);
|
||
|
SetBodygroup(TORSO_GROUP, TORSO_BACKPACK);
|
||
|
SetBodygroup(GUN_GROUP, GUN_MP5);
|
||
|
}
|
||
|
else if (FBitSet(pev->weapons, FGRUNT_9MMAR))
|
||
|
{
|
||
|
SetBodygroup(TORSO_GROUP, TORSO_BACKPACK);
|
||
|
SetBodygroup(GUN_GROUP, GUN_MP5);
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// map old bodies onto new bodies
|
||
|
switch (pev->body)
|
||
|
{
|
||
|
case 0: // Grunt with Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup(HEAD_GROUP, HEAD_GRUNT);
|
||
|
SetBodygroup(GUN_GROUP, GUN_MP5);
|
||
|
break;
|
||
|
case 1: // Commander with Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup(HEAD_GROUP, HEAD_COMMANDER);
|
||
|
SetBodygroup(GUN_GROUP, GUN_MP5);
|
||
|
break;
|
||
|
case 2: // Grunt no Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup(HEAD_GROUP, HEAD_GRUNT);
|
||
|
SetBodygroup(GUN_GROUP, GUN_NONE);
|
||
|
break;
|
||
|
case 3: // Commander no Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup(HEAD_GROUP, HEAD_COMMANDER);
|
||
|
SetBodygroup(GUN_GROUP, GUN_NONE);
|
||
|
break;
|
||
|
}
|
||
|
#else
|
||
|
// Until we get head support, set these to default.
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
#endif
|
||
|
|
||
|
MonsterInitDead();
|
||
|
}
|