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.
843 lines
21 KiB
843 lines
21 KiB
7 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.
|
||
|
*
|
||
|
****/
|
||
|
//=========================================================
|
||
|
// monster template
|
||
|
//=========================================================
|
||
|
// UNDONE: Holster weapon?
|
||
|
|
||
|
#include "extdll.h"
|
||
|
#include "util.h"
|
||
|
#include "cbase.h"
|
||
|
#include "monsters.h"
|
||
|
#include "talkmonster.h"
|
||
|
#include "schedule.h"
|
||
|
#include "defaultai.h"
|
||
|
#include "scripted.h"
|
||
|
#include "weapons.h"
|
||
|
#include "soundent.h"
|
||
|
|
||
|
//=========================================================
|
||
|
// Monster's Anim Events Go Here
|
||
|
//=========================================================
|
||
|
// first flag is barney dying for scripted sequences?
|
||
|
#define ADRIAN_AE_DRAW ( 2 )
|
||
|
#define ADRIAN_AE_SHOOT ( 3 )
|
||
|
#define ADRIAN_AE_HOLSTER ( 4 )
|
||
|
|
||
|
#define ADRIAN_BODY_GUNHOLSTERED 0
|
||
|
#define ADRIAN_BODY_GUNDRAWN 1
|
||
|
#define ADRIAN_BODY_GUNGONE 2
|
||
|
|
||
|
class CAdrian : public CTalkMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
void SetYawSpeed( void );
|
||
|
int ISoundMask( void );
|
||
|
void AdrianFirePistol( void );
|
||
|
void AlertSound( void );
|
||
|
int Classify ( void );
|
||
|
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
|
|
||
|
void RunTask( Task_t *pTask );
|
||
|
void StartTask( Task_t *pTask );
|
||
|
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
|
||
|
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
||
|
BOOL CheckRangeAttack1 ( float flDot, float flDist );
|
||
|
|
||
|
void DeclineFollowing( void );
|
||
|
|
||
|
// Override these to set behavior
|
||
|
Schedule_t *GetScheduleOfType ( int Type );
|
||
|
Schedule_t *GetSchedule ( void );
|
||
|
MONSTERSTATE GetIdealState ( void );
|
||
|
|
||
|
void DeathSound( void );
|
||
|
void PainSound( void );
|
||
|
|
||
|
void TalkInit( void );
|
||
|
|
||
|
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||
|
void Killed( entvars_t *pevAttacker, int iGib );
|
||
|
|
||
|
virtual int Save( CSave &save );
|
||
|
virtual int Restore( CRestore &restore );
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
BOOL m_fGunDrawn;
|
||
|
float m_painTime;
|
||
|
float m_checkAttackTime;
|
||
|
BOOL m_lastAttackCheck;
|
||
|
|
||
|
// UNDONE: What is this for? It isn't used?
|
||
|
float m_flPlayerDamage;// how much pain has the player inflicted on me?
|
||
|
|
||
|
CUSTOM_SCHEDULES;
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( monster_adrian, CAdrian );
|
||
|
|
||
|
TYPEDESCRIPTION CAdrian::m_SaveData[] =
|
||
|
{
|
||
|
DEFINE_FIELD( CAdrian, m_fGunDrawn, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( CAdrian, m_painTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( CAdrian, m_checkAttackTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( CAdrian, m_lastAttackCheck, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( CAdrian, m_flPlayerDamage, FIELD_FLOAT ),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SAVERESTORE( CAdrian, CTalkMonster );
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
Task_t tlAdrFollow[] =
|
||
|
{
|
||
|
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
|
||
|
};
|
||
|
|
||
|
Schedule_t slAdrFollow[] =
|
||
|
{
|
||
|
{
|
||
|
tlAdrFollow,
|
||
|
ARRAYSIZE ( tlAdrFollow ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_PROVOKED,
|
||
|
bits_SOUND_DANGER,
|
||
|
"Follow"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// AdrianDraw- much better looking draw schedule for when
|
||
|
// barney knows who he's gonna attack.
|
||
|
//=========================================================
|
||
|
Task_t tlAdrianEnemyDraw[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_FACE_ENEMY, 0 },
|
||
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM },
|
||
|
};
|
||
|
|
||
|
Schedule_t slAdrianEnemyDraw[] =
|
||
|
{
|
||
|
{
|
||
|
tlAdrianEnemyDraw,
|
||
|
ARRAYSIZE ( tlAdrianEnemyDraw ),
|
||
|
0,
|
||
|
0,
|
||
|
"Adrian Enemy Draw"
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Task_t tlAdrFaceTarget[] =
|
||
|
{
|
||
|
{ 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 slAdrFaceTarget[] =
|
||
|
{
|
||
|
{
|
||
|
tlAdrFaceTarget,
|
||
|
ARRAYSIZE ( tlAdrFaceTarget ),
|
||
|
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 tlIdleAdrStand[] =
|
||
|
{
|
||
|
{ 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 slIdleAdrStand[] =
|
||
|
{
|
||
|
{
|
||
|
tlIdleAdrStand,
|
||
|
ARRAYSIZE ( tlIdleAdrStand ),
|
||
|
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( CAdrian )
|
||
|
{
|
||
|
slAdrFollow,
|
||
|
slAdrianEnemyDraw,
|
||
|
slAdrFaceTarget,
|
||
|
slIdleAdrStand,
|
||
|
};
|
||
|
|
||
|
|
||
|
IMPLEMENT_CUSTOM_SCHEDULES( CAdrian, CTalkMonster );
|
||
|
|
||
|
void CAdrian :: StartTask( Task_t *pTask )
|
||
|
{
|
||
|
CTalkMonster::StartTask( pTask );
|
||
|
}
|
||
|
|
||
|
void CAdrian :: RunTask( Task_t *pTask )
|
||
|
{
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// ISoundMask - returns a bit mask indicating which types
|
||
|
// of sounds this monster regards.
|
||
|
//=========================================================
|
||
|
int CAdrian :: ISoundMask ( void)
|
||
|
{
|
||
|
return bits_SOUND_WORLD |
|
||
|
bits_SOUND_COMBAT |
|
||
|
bits_SOUND_CARCASS |
|
||
|
bits_SOUND_MEAT |
|
||
|
bits_SOUND_GARBAGE |
|
||
|
bits_SOUND_DANGER |
|
||
|
bits_SOUND_PLAYER;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Classify - indicates this monster's place in the
|
||
|
// relationship table.
|
||
|
//=========================================================
|
||
|
int CAdrian :: Classify ( void )
|
||
|
{
|
||
|
return CLASS_PLAYER_ALLY;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ALertSound - barney says "Freeze!"
|
||
|
//=========================================================
|
||
|
void CAdrian :: AlertSound( void )
|
||
|
{
|
||
|
if ( m_hEnemy != NULL )
|
||
|
{
|
||
|
if ( FOkToSpeak() )
|
||
|
{
|
||
|
PlaySentence( "BA_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 CAdrian :: 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;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckRangeAttack1
|
||
|
//=========================================================
|
||
|
BOOL CAdrian :: 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;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// AdrianFirePistol - shoots one round from the pistol at
|
||
|
// the enemy barney is facing.
|
||
|
//=========================================================
|
||
|
void CAdrian :: AdrianFirePistol ( void )
|
||
|
{
|
||
|
Vector vecShootOrigin;
|
||
|
|
||
|
UTIL_MakeVectors(pev->angles);
|
||
|
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
|
||
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
|
||
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
|
SetBlending( 0, angDir.x );
|
||
|
pev->effects = EF_MUZZLEFLASH;
|
||
|
|
||
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
|
||
|
|
||
|
int pitchShift = RANDOM_LONG( 0, 20 );
|
||
|
|
||
|
// Only shift about half the time
|
||
|
if ( pitchShift > 10 )
|
||
|
pitchShift = 0;
|
||
|
else
|
||
|
pitchShift -= 5;
|
||
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
|
||
|
|
||
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
||
|
|
||
|
// UNDONE: Reload?
|
||
|
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 CAdrian :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case ADRIAN_AE_SHOOT:
|
||
|
AdrianFirePistol();
|
||
|
break;
|
||
|
|
||
|
case ADRIAN_AE_DRAW:
|
||
|
// barney's bodygroup switches here so he can pull gun from holster
|
||
|
pev->body = ADRIAN_BODY_GUNDRAWN;
|
||
|
m_fGunDrawn = TRUE;
|
||
|
break;
|
||
|
|
||
|
case ADRIAN_AE_HOLSTER:
|
||
|
// change bodygroup to replace gun in holster
|
||
|
pev->body = ADRIAN_BODY_GUNHOLSTERED;
|
||
|
m_fGunDrawn = FALSE;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CTalkMonster::HandleAnimEvent( pEvent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Spawn
|
||
|
//=========================================================
|
||
|
void CAdrian :: Spawn()
|
||
|
{
|
||
|
Precache( );
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/adrian.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.barneyHealth;
|
||
|
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_fGunDrawn = FALSE;
|
||
|
|
||
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
|
||
|
MonsterInit();
|
||
|
SetUse( &CAdrian::FollowerUse );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Precache - precaches all resources this monster needs
|
||
|
//=========================================================
|
||
|
void CAdrian :: Precache()
|
||
|
{
|
||
|
PRECACHE_MODEL("models/adrian.mdl");
|
||
|
|
||
|
PRECACHE_SOUND("barney/ba_attack1.wav" );
|
||
|
PRECACHE_SOUND("barney/ba_attack2.wav" );
|
||
|
|
||
|
PRECACHE_SOUND("barney/ba_pain1.wav");
|
||
|
PRECACHE_SOUND("barney/ba_pain2.wav");
|
||
|
PRECACHE_SOUND("barney/ba_pain3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("barney/ba_die1.wav");
|
||
|
PRECACHE_SOUND("barney/ba_die2.wav");
|
||
|
PRECACHE_SOUND("barney/ba_die3.wav");
|
||
|
PRECACHE_SOUND("barney/ba_duty.wav");
|
||
|
PRECACHE_SOUND("barney/ba_post.wav");
|
||
|
PRECACHE_SOUND("barney/goon.wav");
|
||
|
|
||
|
// 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 CAdrian :: TalkInit()
|
||
|
{
|
||
|
|
||
|
CTalkMonster::TalkInit();
|
||
|
|
||
|
// scientists speach group names (group names are in sentences.txt)
|
||
|
|
||
|
m_szGrp[TLK_ANSWER] = "BA_ANSWER";
|
||
|
m_szGrp[TLK_QUESTION] = "BA_QUESTION";
|
||
|
m_szGrp[TLK_IDLE] = "BA_IDLE";
|
||
|
m_szGrp[TLK_STARE] = "BA_STARE";
|
||
|
m_szGrp[TLK_USE] = "BA_OK";
|
||
|
m_szGrp[TLK_UNUSE] = "BA_WAIT";
|
||
|
m_szGrp[TLK_STOP] = "BA_STOP";
|
||
|
|
||
|
m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
|
||
|
m_szGrp[TLK_HELLO] = "BA_HELLO";
|
||
|
|
||
|
m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
|
||
|
m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
|
||
|
m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
|
||
|
|
||
|
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
|
||
|
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
|
||
|
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
|
||
|
|
||
|
m_szGrp[TLK_SMELL] = "BA_SMELL";
|
||
|
|
||
|
m_szGrp[TLK_WOUND] = "BA_WOUND";
|
||
|
m_szGrp[TLK_MORTAL] = "BA_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 CAdrian :: 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( "BA_MAD", 4, VOL_NORM, ATTN_NORM );
|
||
|
|
||
|
Remember( bits_MEMORY_PROVOKED );
|
||
|
StopFollowing( TRUE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Hey, be careful with that
|
||
|
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
|
||
|
Remember( bits_MEMORY_SUSPICIOUS );
|
||
|
}
|
||
|
}
|
||
|
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
|
||
|
{
|
||
|
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// PainSound
|
||
|
//=========================================================
|
||
|
void CAdrian :: PainSound ( void )
|
||
|
{
|
||
|
if (gpGlobals->time < m_painTime)
|
||
|
return;
|
||
|
|
||
|
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
|
||
|
|
||
|
switch (RANDOM_LONG(0,2))
|
||
|
{
|
||
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DeathSound
|
||
|
//=========================================================
|
||
|
void CAdrian :: DeathSound ( void )
|
||
|
{
|
||
|
switch (RANDOM_LONG(0,2))
|
||
|
{
|
||
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CAdrian::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 CAdrian::Killed( entvars_t *pevAttacker, int iGib )
|
||
|
{
|
||
|
if ( pev->body < ADRIAN_BODY_GUNGONE )
|
||
|
{// drop the gun!
|
||
|
Vector vecGunPos;
|
||
|
Vector vecGunAngles;
|
||
|
|
||
|
pev->body = ADRIAN_BODY_GUNGONE;
|
||
|
|
||
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
||
|
|
||
|
CBaseEntity *pGun = DropItem( "weapon_barney9mmhg", vecGunPos, vecGunAngles );
|
||
|
}
|
||
|
|
||
|
SetUse( NULL );
|
||
|
CTalkMonster::Killed( pevAttacker, iGib );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
|
||
|
Schedule_t* CAdrian :: GetScheduleOfType ( int Type )
|
||
|
{
|
||
|
Schedule_t *psched;
|
||
|
|
||
|
switch( Type )
|
||
|
{
|
||
|
case SCHED_ARM_WEAPON:
|
||
|
if ( m_hEnemy != NULL )
|
||
|
{
|
||
|
// face enemy, then draw.
|
||
|
return slAdrianEnemyDraw;
|
||
|
}
|
||
|
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 slAdrFaceTarget; // override this for different target face behavior
|
||
|
else
|
||
|
return psched;
|
||
|
|
||
|
case SCHED_TARGET_CHASE:
|
||
|
return slAdrFollow;
|
||
|
|
||
|
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 slIdleAdrStand;
|
||
|
}
|
||
|
else
|
||
|
return psched;
|
||
|
}
|
||
|
|
||
|
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.
|
||
|
//=========================================================
|
||
|
Schedule_t *CAdrian :: GetSchedule ( void )
|
||
|
{
|
||
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
||
|
{
|
||
|
CSound *pSound;
|
||
|
pSound = PBestSound();
|
||
|
|
||
|
ASSERT( pSound != NULL );
|
||
|
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
|
||
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||
|
}
|
||
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
|
||
|
{
|
||
|
PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM );
|
||
|
}
|
||
|
|
||
|
switch( m_MonsterState )
|
||
|
{
|
||
|
case MONSTERSTATE_COMBAT:
|
||
|
{
|
||
|
// dead enemy
|
||
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||
|
{
|
||
|
// call base class, all code to handle dead enemies is centralized there.
|
||
|
return CBaseMonster :: GetSchedule();
|
||
|
}
|
||
|
|
||
|
// always act surprized with a new enemy
|
||
|
if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) )
|
||
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
|
|
||
|
// wait for one schedule to draw gun
|
||
|
if (!m_fGunDrawn )
|
||
|
return GetScheduleOfType( SCHED_ARM_WEAPON );
|
||
|
|
||
|
if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
||
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case MONSTERSTATE_ALERT:
|
||
|
case MONSTERSTATE_IDLE:
|
||
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
||
|
{
|
||
|
// flinch if hurt
|
||
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||
|
}
|
||
|
|
||
|
if ( m_hEnemy == 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 CAdrian :: GetIdealState ( void )
|
||
|
{
|
||
|
return CTalkMonster::GetIdealState();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CAdrian::DeclineFollowing( void )
|
||
|
{
|
||
|
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// DEAD ADRIAN PROP
|
||
|
//
|
||
|
// Designer selects a pose in worldcraft, 0 through num_poses-1
|
||
|
// this value is added to what is selected as the 'first dead pose'
|
||
|
// among the monster's normal animations. All dead poses must
|
||
|
// appear sequentially in the model file. Be sure and set
|
||
|
// the m_iFirstPose properly!
|
||
|
//
|
||
|
//=========================================================
|
||
|
class CDeadAdrian : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
|
||
|
|
||
|
void KeyValue( KeyValueData *pkvd );
|
||
|
|
||
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||
|
static char *m_szPoses[3];
|
||
|
};
|
||
|
|
||
|
char *CDeadAdrian::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
|
||
|
|
||
|
void CDeadAdrian::KeyValue( KeyValueData *pkvd )
|
||
|
{
|
||
|
if (FStrEq(pkvd->szKeyName, "pose"))
|
||
|
{
|
||
|
m_iPose = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else
|
||
|
CBaseMonster::KeyValue( pkvd );
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( monster_adrian_dead, CDeadAdrian );
|
||
|
|
||
|
//=========================================================
|
||
|
// ********** DeadAdrian SPAWN **********
|
||
|
//=========================================================
|
||
|
void CDeadAdrian :: Spawn( )
|
||
|
{
|
||
|
PRECACHE_MODEL("models/adrian.mdl");
|
||
|
SET_MODEL(ENT(pev), "models/adrian.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 barney with bad pose\n" );
|
||
|
}
|
||
|
// Corpses have less health
|
||
|
pev->health = 8;//gSkillData.barneyHealth;
|
||
|
|
||
|
MonsterInitDead();
|
||
|
}
|