Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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();
}