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2586 lines
69 KiB
2586 lines
69 KiB
7 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// SPForce
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//=========================================================
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//=========================================================
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// Hit groups!
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//=========================================================
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/*
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1 - Head
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2 - Stomach
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3 - Gun
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*/
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#include "extdll.h"
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#include "plane.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "squadmonster.h"
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#include "weapons.h"
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#include "talkmonster.h"
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#include "soundent.h"
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#include "effects.h"
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#include "customentity.h"
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int g_fSPForceQuestion; // true if an idle SPForce asked a question. Cleared when someone answers.
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extern DLL_GLOBAL int g_iSkillLevel;
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define SPFORCE_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define SPFORCE_VOL 0.35 // volume of SPForce sounds
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#define SPFORCE_ATTN ATTN_NORM // attenutation of SPForce sentences
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#define SPFORCE_LIMP_HEALTH 20
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#define SPFORCE_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a SPForce with a single headshot.
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#define SPFORCE_NUM_HEADS 2 // how many SPForce heads are there?
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#define SPFORCE_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
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#define SPFORCE_SENTENCE_VOLUME (float)0.35 // volume of SPForce sentences
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#define SPFORCE_M41A ( 1 << 0)
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#define SPFORCE_HANDGRENADE ( 1 << 1)
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#define SPFORCE_GRENADELAUNCHER ( 1 << 2)
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#define SPFORCE_SHOTGUN ( 1 << 3)
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#define SPFORCE_BERETTA ( 1 << 4)
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#define HEAD_GROUP 1
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#define HEAD_SPForce 0
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#define HEAD_COMMANDER 1
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#define HEAD_SHOTGUN 2
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#define HEAD_M203 3
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#define GUN_GROUP 3
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#define GUN_M41A 0
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#define GUN_SHOTGUN 1
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#define GUN_BERETTA 2
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#define GUN_NONE 3
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define SPFORCE_AE_RELOAD ( 2 )
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#define SPFORCE_AE_KICK ( 3 )
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#define SPFORCE_AE_BURST1 ( 4 )
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#define SPFORCE_AE_BURST2 ( 5 )
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#define SPFORCE_AE_BURST3 ( 6 )
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#define SPFORCE_AE_GREN_TOSS ( 7 )
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#define SPFORCE_AE_GREN_LAUNCH ( 8 )
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#define SPFORCE_AE_GREN_DROP ( 9 )
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#define SPFORCE_AE_CAUGHT_ENEMY ( 10) // SPForce established sight with an enemy (player only) that had previously eluded the squad.
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#define SPFORCE_AE_DROP_GUN ( 11) // SPForce (probably dead) is dropping his mp5.
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_SPFORCE_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
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SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_SPFORCE_COVER_AND_RELOAD,
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SCHED_SPFORCE_SWEEP,
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SCHED_SPFORCE_FOUND_ENEMY,
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SCHED_SPFORCE_REPEL,
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SCHED_SPFORCE_REPEL_ATTACK,
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SCHED_SPFORCE_REPEL_LAND,
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SCHED_SPFORCE_WAIT_FACE_ENEMY,
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SCHED_SPFORCE_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_SPFORCE_ELOF_FAIL,
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_SPFORCE_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
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TASK_SPFORCE_SPEAK_SENTENCE,
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TASK_SPFORCE_CHECK_FIRE,
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};
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//=========================================================
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// monster-specific conditions
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//=========================================================
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#define bits_COND_SPFORCE_NOFIRE ( bits_COND_SPECIAL1 )
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class CSPForce : public CSquadMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed ( void );
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int Classify ( void );
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int ISoundMask ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL FCanCheckAttacks ( void );
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BOOL CheckMeleeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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void CheckAmmo ( void );
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void SetActivity ( Activity NewActivity );
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void StartTask ( Task_t *pTask );
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void RunTask ( Task_t *pTask );
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void DeathSound( void );
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void PainSound( void );
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void IdleSound ( void );
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Vector GetGunPosition( void );
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void Shoot ( void );
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void Shotgun ( void );
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void PrescheduleThink ( void );
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void GibMonster( void );
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void SpeakSentence( void );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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CBaseEntity *Kick( void );
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType ( int Type );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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int IRelationship ( CBaseEntity *pTarget );
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BOOL FOkToSpeak( void );
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void JustSpoke( void );
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CUSTOM_SCHEDULES;
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static TYPEDESCRIPTION m_SaveData[];
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck;
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float m_flNextPainTime;
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float m_flLastEnemySightTime;
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Vector m_vecTossVelocity;
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BOOL m_fThrowGrenade;
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BOOL m_fStanding;
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_cClipSize;
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int m_voicePitch;
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int m_iBrassShell;
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int m_iShotgunShell;
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int m_iSentence;
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static const char *pSPForceSentences[];
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};
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LINK_ENTITY_TO_CLASS( monster_human_spforce, CSPForce );
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TYPEDESCRIPTION CSPForce::m_SaveData[] =
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{
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DEFINE_FIELD( CSPForce, m_flNextGrenadeCheck, FIELD_TIME ),
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DEFINE_FIELD( CSPForce, m_flNextPainTime, FIELD_TIME ),
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// DEFINE_FIELD( CSPForce, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
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DEFINE_FIELD( CSPForce, m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CSPForce, m_fThrowGrenade, FIELD_BOOLEAN ),
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DEFINE_FIELD( CSPForce, m_fStanding, FIELD_BOOLEAN ),
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DEFINE_FIELD( CSPForce, m_fFirstEncounter, FIELD_BOOLEAN ),
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DEFINE_FIELD( CSPForce, m_cClipSize, FIELD_INTEGER ),
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DEFINE_FIELD( CSPForce, m_voicePitch, FIELD_INTEGER ),
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// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
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// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
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DEFINE_FIELD( CSPForce, m_iSentence, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CSPForce, CSquadMonster );
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const char *CSPForce::pSPForceSentences[] =
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{
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"HG_GREN", // grenade scared SPForce
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"HG_ALERT", // sees player
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"HG_MONSTER", // sees monster
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"HG_COVER", // running to cover
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"HG_THROW", // about to throw grenade
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"HG_CHARGE", // running out to get the enemy
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"HG_TAUNT", // say rude things
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};
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enum
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{
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SPFORCE_SENT_NONE = -1,
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SPFORCE_SENT_GREN = 0,
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SPFORCE_SENT_ALERT,
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SPFORCE_SENT_MONSTER,
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SPFORCE_SENT_COVER,
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SPFORCE_SENT_THROW,
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SPFORCE_SENT_CHARGE,
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SPFORCE_SENT_TAUNT,
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} SPFORCE_SENTENCE_TYPES;
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//=========================================================
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// Speak Sentence - say your cued up sentence.
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//
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// Some SPForce sentences (take cover and charge) rely on actually
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// being able to execute the intended action. It's really lame
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// when a SPForce says 'COVER ME' and then doesn't move. The problem
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// is that the sentences were played when the decision to TRY
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// to move to cover was made. Now the sentence is played after
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// we know for sure that there is a valid path. The schedule
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// may still fail but in most cases, well after the SPForce has
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// started moving.
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//=========================================================
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void CSPForce :: SpeakSentence( void )
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{
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if ( m_iSentence == SPFORCE_SENT_NONE )
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{
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// no sentence cued up.
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return;
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}
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if (FOkToSpeak())
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{
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SENTENCEG_PlayRndSz( ENT(pev), pSPForceSentences[ m_iSentence ], SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
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JustSpoke();
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}
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}
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//=========================================================
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// IRelationship - overridden because Alien Grunts are
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// Human grunt's nemesis.
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//=========================================================
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int CSPForce::IRelationship ( CBaseEntity *pTarget )
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{
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if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
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{
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return R_NM;
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}
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return CSquadMonster::IRelationship( pTarget );
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}
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//=========================================================
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// GibMonster - make gun fly through the air.
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//=========================================================
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void CSPForce :: GibMonster ( void )
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if ( GetBodygroup( 2 ) != 2 )
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{// throw a gun if the SPForce has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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if (FBitSet( pev->weapons, SPFORCE_SHOTGUN ))
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{
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pGun = DropItem( "weapon_barneyshotgun", vecGunPos, vecGunAngles );
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}
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//Alex994 begin - for beretta spawning
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else if (FBitSet( pev->weapons, SPFORCE_BERETTA ))
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{
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pGun = DropItem( "weapon_beretta", vecGunPos, vecGunAngles );
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}
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//Alex994 end
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else
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{
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pGun = DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles );
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}
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER ))
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{
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles );
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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}
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}
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CBaseMonster :: GibMonster();
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}
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//=========================================================
|
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// ISoundMask - Overidden for human SPForces because they
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// hear the DANGER sound that is made by hand grenades and
|
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// other dangerous items.
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//=========================================================
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int CSPForce :: ISoundMask ( void )
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_PLAYER |
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bits_SOUND_DANGER;
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}
|
||
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//=========================================================
|
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// someone else is talking - don't speak
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||
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//=========================================================
|
||
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BOOL CSPForce :: FOkToSpeak( void )
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{
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// if someone else is talking, don't speak
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
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return FALSE;
|
||
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if ( pev->spawnflags & SF_MONSTER_GAG )
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{
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||
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if ( m_MonsterState != MONSTERSTATE_COMBAT )
|
||
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{
|
||
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// no talking outside of combat if gagged.
|
||
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return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
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// if player is not in pvs, don't speak
|
||
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// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
|
||
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// return FALSE;
|
||
|
|
||
|
return TRUE;
|
||
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}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
void CSPForce :: JustSpoke( void )
|
||
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{
|
||
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
|
||
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m_iSentence = SPFORCE_SENT_NONE;
|
||
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}
|
||
|
|
||
|
//=========================================================
|
||
|
// PrescheduleThink - this function runs after conditions
|
||
|
// are collected and before scheduling code is run.
|
||
|
//=========================================================
|
||
|
void CSPForce :: PrescheduleThink ( void )
|
||
|
{
|
||
|
if ( InSquad() && m_hEnemy != NULL )
|
||
|
{
|
||
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
||
|
{
|
||
|
// update the squad's last enemy sighting time.
|
||
|
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
|
||
|
{
|
||
|
// been a while since we've seen the enemy
|
||
|
MySquadLeader()->m_fEnemyEluded = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// FCanCheckAttacks - this is overridden for human SPForces
|
||
|
// 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 CSPForce :: FCanCheckAttacks ( void )
|
||
|
{
|
||
|
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckMeleeAttack1
|
||
|
//=========================================================
|
||
|
BOOL CSPForce :: 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 - overridden for SPForce, cause
|
||
|
// FCanCheckAttacks() doesn't disqualify all attacks based
|
||
|
// on whether or not the enemy is occluded because unlike
|
||
|
// the base class, the SPForce can attack when the enemy is
|
||
|
// occluded (throw grenade over wall, etc). We must
|
||
|
// disqualify the machine gun attack if the enemy is occluded.
|
||
|
//=========================================================
|
||
|
BOOL CSPForce :: CheckRangeAttack1 ( float flDot, float flDist )
|
||
|
{
|
||
|
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && 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 SPForce's grenade
|
||
|
// attack.
|
||
|
//=========================================================
|
||
|
BOOL CSPForce :: CheckRangeAttack2 ( float flDot, float flDist )
|
||
|
{
|
||
|
if (! FBitSet(pev->weapons, (SPFORCE_HANDGRENADE | SPFORCE_GRENADELAUNCHER)))
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// if the SPForce 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, SPFORCE_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?
|
||
|
if ( InSquad() )
|
||
|
{
|
||
|
if (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, SPFORCE_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;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// TraceAttack - make sure we're not taking it in the helmet
|
||
|
//=========================================================
|
||
|
void CSPForce :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
|
{
|
||
|
// check for helmet shot
|
||
|
if (ptr->iHitgroup == 11)
|
||
|
{
|
||
|
// make sure we're wearing one
|
||
|
if (GetBodygroup( 1 ) == HEAD_SPForce && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
|
||
|
{
|
||
|
// absorb damage
|
||
|
flDamage -= 20;
|
||
|
if (flDamage <= 0)
|
||
|
{
|
||
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
||
|
flDamage = 0.01;
|
||
|
}
|
||
|
}
|
||
|
// it's head shot anyways
|
||
|
ptr->iHitgroup = HITGROUP_HEAD;
|
||
|
}
|
||
|
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// TakeDamage - overridden for the SPForce because the SPForce
|
||
|
// needs to forget that he is in cover if he's hurt. (Obviously
|
||
|
// not in a safe place anymore).
|
||
|
//=========================================================
|
||
|
int CSPForce :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||
|
{
|
||
|
Forget( bits_MEMORY_INCOVER );
|
||
|
|
||
|
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// SetYawSpeed - allows each sequence to have a different
|
||
|
// turn rate associated with it.
|
||
|
//=========================================================
|
||
|
void CSPForce :: SetYawSpeed ( void )
|
||
|
{
|
||
|
int ys;
|
||
|
|
||
|
switch ( m_Activity )
|
||
|
{
|
||
|
case ACT_IDLE:
|
||
|
ys = 150;
|
||
|
break;
|
||
|
case ACT_RUN:
|
||
|
ys = 150;
|
||
|
break;
|
||
|
case ACT_WALK:
|
||
|
ys = 180;
|
||
|
break;
|
||
|
case ACT_RANGE_ATTACK1:
|
||
|
ys = 120;
|
||
|
break;
|
||
|
case ACT_RANGE_ATTACK2:
|
||
|
ys = 120;
|
||
|
break;
|
||
|
case ACT_MELEE_ATTACK1:
|
||
|
ys = 120;
|
||
|
break;
|
||
|
case ACT_MELEE_ATTACK2:
|
||
|
ys = 120;
|
||
|
break;
|
||
|
case ACT_TURN_LEFT:
|
||
|
case ACT_TURN_RIGHT:
|
||
|
ys = 180;
|
||
|
break;
|
||
|
case ACT_GLIDE:
|
||
|
case ACT_FLY:
|
||
|
ys = 30;
|
||
|
break;
|
||
|
default:
|
||
|
ys = 90;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pev->yaw_speed = ys;
|
||
|
}
|
||
|
|
||
|
void CSPForce :: IdleSound( void )
|
||
|
{
|
||
|
if (FOkToSpeak() && (g_fSPForceQuestion || RANDOM_LONG(0,1)))
|
||
|
{
|
||
|
if (!g_fSPForceQuestion)
|
||
|
{
|
||
|
// ask question or make statement
|
||
|
switch (RANDOM_LONG(0,2))
|
||
|
{
|
||
|
case 0: // check in
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
|
g_fSPForceQuestion = 1;
|
||
|
break;
|
||
|
case 1: // question
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
|
g_fSPForceQuestion = 2;
|
||
|
break;
|
||
|
case 2: // statement
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch (g_fSPForceQuestion)
|
||
|
{
|
||
|
case 1: // check in
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
|
break;
|
||
|
case 2: // question
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
||
|
break;
|
||
|
}
|
||
|
g_fSPForceQuestion = 0;
|
||
|
}
|
||
|
JustSpoke();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckAmmo - overridden for the SPForce because he actually
|
||
|
// uses ammo! (base class doesn't)
|
||
|
//=========================================================
|
||
|
void CSPForce :: CheckAmmo ( void )
|
||
|
{
|
||
|
if ( m_cAmmoLoaded <= 0 )
|
||
|
{
|
||
|
SetConditions(bits_COND_NO_AMMO_LOADED);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Classify - indicates this monster's place in the
|
||
|
// relationship table.
|
||
|
//=========================================================
|
||
|
int CSPForce :: Classify ( void )
|
||
|
{
|
||
|
if(FClassnameIs(pev,"monster_human_spforce"))
|
||
|
return CLASS_HUMAN_MILITARY;
|
||
|
else
|
||
|
return CLASS_ALIEN_MILITARY;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
CBaseEntity *CSPForce :: 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 CSPForce :: GetGunPosition( )
|
||
|
{
|
||
|
if (m_fStanding )
|
||
|
{
|
||
|
return pev->origin + Vector( 0, 0, 60 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return pev->origin + Vector( 0, 0, 48 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Shoot
|
||
|
//=========================================================
|
||
|
void CSPForce :: Shoot ( void )
|
||
|
{
|
||
|
if (m_hEnemy == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector vecShootOrigin = GetGunPosition();
|
||
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
|
||
|
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, m_iBrassShell, TE_BOUNCE_SHELL);
|
||
|
if (FBitSet( pev->weapons, SPFORCE_BERETTA ))
|
||
|
{
|
||
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BERETTA ); // shoot +-5 degrees
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_M41A ); // shoot +-5 degrees
|
||
|
}
|
||
|
|
||
|
pev->effects |= EF_MUZZLEFLASH;
|
||
|
|
||
|
m_cAmmoLoaded--;// take away a bullet!
|
||
|
|
||
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
|
SetBlending( 0, angDir.x );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Shoot
|
||
|
//=========================================================
|
||
|
void CSPForce :: Shotgun ( void )
|
||
|
{
|
||
|
if (m_hEnemy == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector vecShootOrigin = GetGunPosition();
|
||
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
||
|
|
||
|
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, m_iShotgunShell, TE_BOUNCE_SHOTSHELL);
|
||
|
FireBullets(gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees
|
||
|
|
||
|
pev->effects |= EF_MUZZLEFLASH;
|
||
|
|
||
|
m_cAmmoLoaded--;// take away a bullet!
|
||
|
|
||
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
||
|
SetBlending( 0, angDir.x );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// HandleAnimEvent - catches the monster-specific messages
|
||
|
// that occur when tagged animation frames are played.
|
||
|
//=========================================================
|
||
|
void CSPForce :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
|
{
|
||
|
Vector vecShootDir;
|
||
|
Vector vecShootOrigin;
|
||
|
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case SPFORCE_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.
|
||
|
if (FBitSet( pev->weapons, SPFORCE_SHOTGUN ))
|
||
|
{
|
||
|
DropItem( "weapon_barneyshotgun", vecGunPos, vecGunAngles );
|
||
|
}
|
||
|
//Alex begin
|
||
|
else if (FBitSet( pev->weapons, SPFORCE_BERETTA ))
|
||
|
{
|
||
|
DropItem( "weapon_beretta", vecGunPos, vecGunAngles );
|
||
|
}
|
||
|
//Alex end
|
||
|
else
|
||
|
{
|
||
|
DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles );
|
||
|
}
|
||
|
if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER ))
|
||
|
{
|
||
|
DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SPFORCE_AE_RELOAD:
|
||
|
//EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/spf_reload1.wav", 1, ATTN_NORM );
|
||
|
// 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, "spforce/spf_reload1.wav", 1, ATTN_NORM );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "spforce/spf_reload2.wav", 1, ATTN_NORM );
|
||
|
}
|
||
|
|
||
|
m_cAmmoLoaded = m_cClipSize;
|
||
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
||
|
break;
|
||
|
|
||
|
case SPFORCE_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 SPFORCE_AE_GREN_LAUNCH:
|
||
|
{
|
||
|
//EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM);
|
||
|
if ( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher2.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 SPFORCE_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 SPFORCE_AE_BURST1:
|
||
|
{
|
||
|
if ( FBitSet( pev->weapons, SPFORCE_M41A ))
|
||
|
{
|
||
|
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, "weapons/m41ahks1.wav", 1, ATTN_NORM );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41ahks2.wav", 1, ATTN_NORM );
|
||
|
}
|
||
|
}
|
||
|
//Alex begin
|
||
|
else if ( FBitSet( pev->weapons, SPFORCE_BERETTA ))
|
||
|
{
|
||
|
Shoot();
|
||
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
||
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/beretta_fire1.wav", 1, ATTN_NORM );
|
||
|
|
||
|
}
|
||
|
//Alex end
|
||
|
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 SPFORCE_AE_BURST2:
|
||
|
case SPFORCE_AE_BURST3:
|
||
|
Shoot();
|
||
|
break;
|
||
|
|
||
|
case SPFORCE_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.hgruntDmgKick, DMG_CLUB );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SPFORCE_AE_CAUGHT_ENEMY:
|
||
|
{
|
||
|
if ( FOkToSpeak() )
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
CSquadMonster::HandleAnimEvent( pEvent );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Spawn
|
||
|
//=========================================================
|
||
|
void CSPForce :: Spawn()
|
||
|
{
|
||
|
Precache( );
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/spforce.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->effects = 0;
|
||
|
pev->health = gSkillData.hgruntHealth;
|
||
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||
|
m_MonsterState = MONSTERSTATE_NONE;
|
||
|
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
||
|
m_flNextPainTime = gpGlobals->time;
|
||
|
m_iSentence = SPFORCE_SENT_NONE;
|
||
|
|
||
|
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
||
|
|
||
|
m_fEnemyEluded = FALSE;
|
||
|
m_fFirstEncounter = TRUE;// this is true when the SPForce spawns, because he hasn't encountered an enemy yet.
|
||
|
|
||
|
m_HackedGunPos = Vector ( 0, 0, 55 );
|
||
|
|
||
|
if (pev->weapons == 0)
|
||
|
{
|
||
|
// initialize to original values
|
||
|
pev->weapons = SPFORCE_M41A | SPFORCE_HANDGRENADE;
|
||
|
// pev->weapons = SPFORCE_SHOTGUN;
|
||
|
// pev->weapons = SPFORCE_9MMAR | SPFORCE_GRENADELAUNCHER;
|
||
|
}
|
||
|
|
||
|
if (FBitSet( pev->weapons, SPFORCE_SHOTGUN ))
|
||
|
{
|
||
|
SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
|
||
|
m_cClipSize = 8;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_cClipSize = SPFORCE_CLIP_SIZE;
|
||
|
}
|
||
|
m_cAmmoLoaded = m_cClipSize;
|
||
|
|
||
|
if (RANDOM_LONG( 0, 99 ) < 80)
|
||
|
pev->skin = 0; // light skin
|
||
|
else
|
||
|
pev->skin = 1; // dark skin
|
||
|
|
||
|
if (FBitSet( pev->weapons, SPFORCE_SHOTGUN ))
|
||
|
{
|
||
|
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN);
|
||
|
}
|
||
|
else if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER ))
|
||
|
{
|
||
|
SetBodygroup( HEAD_GROUP, HEAD_M203 );
|
||
|
pev->skin = 1; // alway dark skin
|
||
|
}
|
||
|
|
||
|
CTalkMonster::g_talkWaitTime = 0;
|
||
|
|
||
|
MonsterInit();
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Precache - precaches all resources this monster needs
|
||
|
//=========================================================
|
||
|
void CSPForce :: Precache()
|
||
|
{
|
||
|
PRECACHE_MODEL("models/spforce.mdl");
|
||
|
|
||
|
PRECACHE_SOUND( "hgrunt/gr_die1.wav" );
|
||
|
PRECACHE_SOUND( "hgrunt/gr_die2.wav" );
|
||
|
PRECACHE_SOUND( "hgrunt/gr_die3.wav" );
|
||
|
|
||
|
PRECACHE_SOUND( "hgrunt/gr_pain1.wav" );
|
||
|
PRECACHE_SOUND( "hgrunt/gr_pain2.wav" );
|
||
|
PRECACHE_SOUND( "hgrunt/gr_pain3.wav" );
|
||
|
PRECACHE_SOUND( "hgrunt/gr_pain4.wav" );
|
||
|
PRECACHE_SOUND( "hgrunt/gr_pain5.wav" );
|
||
|
|
||
|
PRECACHE_SOUND( "spforce/spf_reload1.wav" );
|
||
|
PRECACHE_SOUND( "spforce/spf_reload2.wav" );
|
||
|
|
||
|
PRECACHE_SOUND( "weapons/m41aglauncher.wav" );
|
||
|
PRECACHE_SOUND( "weapons/m41aglauncher2.wav" );
|
||
|
|
||
|
PRECACHE_SOUND( "weapons/m41ahks1.wav" );
|
||
|
PRECACHE_SOUND( "weapons/m41ahks2.wav" );
|
||
|
|
||
|
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
|
||
|
|
||
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
|
||
|
// get voice pitch
|
||
|
if (RANDOM_LONG(0,1))
|
||
|
m_voicePitch = 109 + RANDOM_LONG(0,7);
|
||
|
else
|
||
|
m_voicePitch = 100;
|
||
|
|
||
|
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
|
||
|
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// start task
|
||
|
//=========================================================
|
||
|
void CSPForce :: StartTask ( Task_t *pTask )
|
||
|
{
|
||
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_SPFORCE_CHECK_FIRE:
|
||
|
if ( !NoFriendlyFire() )
|
||
|
{
|
||
|
SetConditions( bits_COND_SPFORCE_NOFIRE );
|
||
|
}
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
|
||
|
case TASK_SPFORCE_SPEAK_SENTENCE:
|
||
|
SpeakSentence();
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
|
||
|
case TASK_WALK_PATH:
|
||
|
case TASK_RUN_PATH:
|
||
|
// SPForce no longer assumes he is covered if he moves
|
||
|
Forget( bits_MEMORY_INCOVER );
|
||
|
CSquadMonster ::StartTask( pTask );
|
||
|
break;
|
||
|
|
||
|
case TASK_RELOAD:
|
||
|
m_IdealActivity = ACT_RELOAD;
|
||
|
break;
|
||
|
|
||
|
case TASK_SPFORCE_FACE_TOSS_DIR:
|
||
|
break;
|
||
|
|
||
|
case TASK_FACE_IDEAL:
|
||
|
case TASK_FACE_ENEMY:
|
||
|
CSquadMonster :: StartTask( pTask );
|
||
|
if (pev->movetype == MOVETYPE_FLY)
|
||
|
{
|
||
|
m_IdealActivity = ACT_GLIDE;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CSquadMonster :: StartTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// RunTask
|
||
|
//=========================================================
|
||
|
void CSPForce :: RunTask ( Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_SPFORCE_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;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
CSquadMonster :: RunTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// PainSound
|
||
|
//=========================================================
|
||
|
void CSPForce :: PainSound ( void )
|
||
|
{
|
||
|
if ( gpGlobals->time > m_flNextPainTime )
|
||
|
{
|
||
|
#if 0
|
||
|
if ( RANDOM_LONG(0,99) < 5 )
|
||
|
{
|
||
|
// pain sentences are rare
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
|
||
|
JustSpoke();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
switch ( RANDOM_LONG(0,6) )
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM );
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM );
|
||
|
break;
|
||
|
case 2:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM );
|
||
|
break;
|
||
|
case 3:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM );
|
||
|
break;
|
||
|
case 4:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m_flNextPainTime = gpGlobals->time + 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DeathSound
|
||
|
//=========================================================
|
||
|
void CSPForce :: DeathSound ( void )
|
||
|
{
|
||
|
switch ( RANDOM_LONG(0,2) )
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE );
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE );
|
||
|
break;
|
||
|
case 2:
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
|
||
|
//=========================================================
|
||
|
// SPForceFail
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceFail[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_WAIT, (float)2 },
|
||
|
{ TASK_WAIT_PVS, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceFail[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceFail,
|
||
|
ARRAYSIZE ( tlSPForceFail ),
|
||
|
bits_COND_CAN_RANGE_ATTACK1 |
|
||
|
bits_COND_CAN_RANGE_ATTACK2 |
|
||
|
bits_COND_CAN_MELEE_ATTACK1 |
|
||
|
bits_COND_CAN_MELEE_ATTACK2,
|
||
|
0,
|
||
|
"SPForce Fail"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// SPForce Combat Fail
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceCombatFail[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
||
|
{ TASK_WAIT_PVS, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceCombatFail[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceCombatFail,
|
||
|
ARRAYSIZE ( tlSPForceCombatFail ),
|
||
|
bits_COND_CAN_RANGE_ATTACK1 |
|
||
|
bits_COND_CAN_RANGE_ATTACK2,
|
||
|
0,
|
||
|
"SPForce Combat Fail"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// Victory dance!
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceVictoryDance[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_WAIT, (float)1.5 },
|
||
|
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
|
||
|
{ TASK_WALK_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceVictoryDance[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceVictoryDance,
|
||
|
ARRAYSIZE ( tlSPForceVictoryDance ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE,
|
||
|
0,
|
||
|
"SPForceVictoryDance"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// Establish line of fire - move to a position that allows
|
||
|
// the SPForce to attack.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceEstablishLineOfFire[] =
|
||
|
{
|
||
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_SPFORCE_ELOF_FAIL },
|
||
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_SPEAK_SENTENCE,(float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceEstablishLineOfFire[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceEstablishLineOfFire,
|
||
|
ARRAYSIZE ( tlSPForceEstablishLineOfFire ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_CAN_RANGE_ATTACK1 |
|
||
|
bits_COND_CAN_MELEE_ATTACK1 |
|
||
|
bits_COND_CAN_RANGE_ATTACK2 |
|
||
|
bits_COND_CAN_MELEE_ATTACK2 |
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"SPForceEstablishLineOfFire"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// SPForceFoundEnemy - SPForce established sight with an enemy
|
||
|
// that was hiding from the squad.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceFoundEnemy[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceFoundEnemy[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceFoundEnemy,
|
||
|
ARRAYSIZE ( tlSPForceFoundEnemy ),
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"SPForceFoundEnemy"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// SPForceCombatFace Schedule
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceCombatFace1[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_WAIT, (float)1.5 },
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_SPFORCE_SWEEP },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceCombatFace[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceCombatFace1,
|
||
|
ARRAYSIZE ( tlSPForceCombatFace1 ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_CAN_RANGE_ATTACK1 |
|
||
|
bits_COND_CAN_RANGE_ATTACK2,
|
||
|
0,
|
||
|
"Combat Face"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// Suppressing fire - don't stop shooting until the clip is
|
||
|
// empty or SPForce gets hurt.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceSignalSuppress[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_FACE_IDEAL, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceSignalSuppress[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceSignalSuppress,
|
||
|
ARRAYSIZE ( tlSPForceSignalSuppress ),
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_SPFORCE_NOFIRE |
|
||
|
bits_COND_NO_AMMO_LOADED,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"SignalSuppress"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
Task_t tlSPForceSuppress[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, 0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceSuppress[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceSuppress,
|
||
|
ARRAYSIZE ( tlSPForceSuppress ),
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_SPFORCE_NOFIRE |
|
||
|
bits_COND_NO_AMMO_LOADED,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"Suppress"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// SPForce wait in cover - we don't allow danger or the ability
|
||
|
// to attack to break a SPForce's run to cover schedule, but
|
||
|
// when a SPForce is in cover, we do want them to attack if they can.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceWaitInCover[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||
|
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceWaitInCover[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceWaitInCover,
|
||
|
ARRAYSIZE ( tlSPForceWaitInCover ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_CAN_RANGE_ATTACK1 |
|
||
|
bits_COND_CAN_RANGE_ATTACK2 |
|
||
|
bits_COND_CAN_MELEE_ATTACK1 |
|
||
|
bits_COND_CAN_MELEE_ATTACK2,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"SPForceWaitInCover"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// run to cover.
|
||
|
// !!!BUGBUG - set a decent fail schedule here.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceTakeCover1[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_SPFORCE_TAKECOVER_FAILED },
|
||
|
{ TASK_WAIT, (float)0.2 },
|
||
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_SPEAK_SENTENCE, (float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_SPFORCE_WAIT_FACE_ENEMY },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceTakeCover[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceTakeCover1,
|
||
|
ARRAYSIZE ( tlSPForceTakeCover1 ),
|
||
|
0,
|
||
|
0,
|
||
|
"TakeCover"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// drop grenade then run to cover.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceGrenadeCover1[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 },
|
||
|
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 },
|
||
|
{ TASK_CLEAR_MOVE_WAIT, (float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_SPFORCE_WAIT_FACE_ENEMY },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceGrenadeCover[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceGrenadeCover1,
|
||
|
ARRAYSIZE ( tlSPForceGrenadeCover1 ),
|
||
|
0,
|
||
|
0,
|
||
|
"GrenadeCover"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// drop grenade then run to cover.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceTossGrenadeCover1[] =
|
||
|
{
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK2, (float)0 },
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceTossGrenadeCover[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceTossGrenadeCover1,
|
||
|
ARRAYSIZE ( tlSPForceTossGrenadeCover1 ),
|
||
|
0,
|
||
|
0,
|
||
|
"TossGrenadeCover"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// hide from the loudest sound source (to run from grenade)
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceTakeCoverFromBestSound[] =
|
||
|
{
|
||
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
|
{ TASK_TURN_LEFT, (float)179 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceTakeCoverFromBestSound[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceTakeCoverFromBestSound,
|
||
|
ARRAYSIZE ( tlSPForceTakeCoverFromBestSound ),
|
||
|
0,
|
||
|
0,
|
||
|
"SPForceTakeCoverFromBestSound"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// SPForce reload schedule
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceHideReload[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD },
|
||
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceHideReload[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceHideReload,
|
||
|
ARRAYSIZE ( tlSPForceHideReload ),
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"SPForceHideReload"
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// Do a turning sweep of the area
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceSweep[] =
|
||
|
{
|
||
|
{ TASK_TURN_LEFT, (float)179 },
|
||
|
{ TASK_WAIT, (float)1 },
|
||
|
{ TASK_TURN_LEFT, (float)179 },
|
||
|
{ TASK_WAIT, (float)1 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceSweep[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceSweep,
|
||
|
ARRAYSIZE ( tlSPForceSweep ),
|
||
|
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_CAN_RANGE_ATTACK1 |
|
||
|
bits_COND_CAN_RANGE_ATTACK2 |
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_WORLD |// sound flags
|
||
|
bits_SOUND_DANGER |
|
||
|
bits_SOUND_PLAYER,
|
||
|
|
||
|
"SPForce Sweep"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
||
|
// SPForce's grenade toss requires the enemy be occluded.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceRangeAttack1A[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceRangeAttack1A[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceRangeAttack1A,
|
||
|
ARRAYSIZE ( tlSPForceRangeAttack1A ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_ENEMY_OCCLUDED |
|
||
|
bits_COND_HEAR_SOUND |
|
||
|
bits_COND_SPFORCE_NOFIRE |
|
||
|
bits_COND_NO_AMMO_LOADED,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"Range Attack1A"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
||
|
// SPForce's grenade toss requires the enemy be occluded.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceRangeAttack1B[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 },
|
||
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceRangeAttack1B[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceRangeAttack1B,
|
||
|
ARRAYSIZE ( tlSPForceRangeAttack1B ),
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_ENEMY_DEAD |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_ENEMY_OCCLUDED |
|
||
|
bits_COND_NO_AMMO_LOADED |
|
||
|
bits_COND_SPFORCE_NOFIRE |
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_DANGER,
|
||
|
"Range Attack1B"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
||
|
// SPForce's grenade toss requires the enemy be occluded.
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceRangeAttack2[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_SPFORCE_FACE_TOSS_DIR, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
|
||
|
{ TASK_SET_SCHEDULE, (float)SCHED_SPFORCE_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceRangeAttack2[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceRangeAttack2,
|
||
|
ARRAYSIZE ( tlSPForceRangeAttack2 ),
|
||
|
0,
|
||
|
0,
|
||
|
"RangeAttack2"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// repel
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceRepel[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_FACE_IDEAL, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceRepel[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceRepel,
|
||
|
ARRAYSIZE ( tlSPForceRepel ),
|
||
|
bits_COND_SEE_ENEMY |
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_DANGER |
|
||
|
bits_SOUND_COMBAT |
|
||
|
bits_SOUND_PLAYER,
|
||
|
"Repel"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// repel
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceRepelAttack[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_FACE_ENEMY, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceRepelAttack[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceRepelAttack,
|
||
|
ARRAYSIZE ( tlSPForceRepelAttack ),
|
||
|
bits_COND_ENEMY_OCCLUDED,
|
||
|
0,
|
||
|
"Repel Attack"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// repel land
|
||
|
//=========================================================
|
||
|
Task_t tlSPForceRepelLand[] =
|
||
|
{
|
||
|
{ TASK_STOP_MOVING, (float)0 },
|
||
|
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
|
||
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
|
||
|
{ TASK_RUN_PATH, (float)0 },
|
||
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||
|
{ TASK_CLEAR_LASTPOSITION, (float)0 },
|
||
|
};
|
||
|
|
||
|
Schedule_t slSPForceRepelLand[] =
|
||
|
{
|
||
|
{
|
||
|
tlSPForceRepelLand,
|
||
|
ARRAYSIZE ( tlSPForceRepelLand ),
|
||
|
bits_COND_SEE_ENEMY |
|
||
|
bits_COND_NEW_ENEMY |
|
||
|
bits_COND_LIGHT_DAMAGE |
|
||
|
bits_COND_HEAVY_DAMAGE |
|
||
|
bits_COND_HEAR_SOUND,
|
||
|
|
||
|
bits_SOUND_DANGER |
|
||
|
bits_SOUND_COMBAT |
|
||
|
bits_SOUND_PLAYER,
|
||
|
"Repel Land"
|
||
|
},
|
||
|
};
|
||
|
|
||
|
|
||
|
DEFINE_CUSTOM_SCHEDULES( CSPForce )
|
||
|
{
|
||
|
slSPForceFail,
|
||
|
slSPForceCombatFail,
|
||
|
slSPForceVictoryDance,
|
||
|
slSPForceEstablishLineOfFire,
|
||
|
slSPForceFoundEnemy,
|
||
|
slSPForceCombatFace,
|
||
|
slSPForceSignalSuppress,
|
||
|
slSPForceSuppress,
|
||
|
slSPForceWaitInCover,
|
||
|
slSPForceTakeCover,
|
||
|
slSPForceGrenadeCover,
|
||
|
slSPForceTossGrenadeCover,
|
||
|
slSPForceTakeCoverFromBestSound,
|
||
|
slSPForceHideReload,
|
||
|
slSPForceSweep,
|
||
|
slSPForceRangeAttack1A,
|
||
|
slSPForceRangeAttack1B,
|
||
|
slSPForceRangeAttack2,
|
||
|
slSPForceRepel,
|
||
|
slSPForceRepelAttack,
|
||
|
slSPForceRepelLand,
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_CUSTOM_SCHEDULES( CSPForce, CSquadMonster );
|
||
|
|
||
|
//=========================================================
|
||
|
// SetActivity
|
||
|
//=========================================================
|
||
|
void CSPForce :: SetActivity ( Activity NewActivity )
|
||
|
{
|
||
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
|
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||
|
|
||
|
switch ( NewActivity)
|
||
|
{
|
||
|
case ACT_RANGE_ATTACK1:
|
||
|
// SPForce is either shooting standing or shooting crouched
|
||
|
if (FBitSet( pev->weapons, SPFORCE_M41A))
|
||
|
{
|
||
|
if ( m_fStanding )
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence( "standing_mp5" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence( "crouching_mp5" );
|
||
|
}
|
||
|
}
|
||
|
//Alex begin
|
||
|
else if (FBitSet( pev->weapons, SPFORCE_BERETTA))
|
||
|
{
|
||
|
if ( m_fStanding )
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence( "standing_beretta" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence( "crouching_beretta" );
|
||
|
}
|
||
|
}
|
||
|
//Alex end
|
||
|
else
|
||
|
{
|
||
|
if ( m_fStanding )
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence( "standing_shotgun" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence( "crouching_shotgun" );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case ACT_RANGE_ATTACK2:
|
||
|
// SPForce 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 & SPFORCE_HANDGRENADE )
|
||
|
{
|
||
|
// get toss anim
|
||
|
iSequence = LookupSequence( "throwgrenade" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get launch anim
|
||
|
iSequence = LookupSequence( "launchgrenade" );
|
||
|
}
|
||
|
break;
|
||
|
case ACT_RUN:
|
||
|
if ( pev->health <= SPFORCE_LIMP_HEALTH )
|
||
|
{
|
||
|
// limp!
|
||
|
iSequence = LookupActivity ( ACT_RUN_HURT );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iSequence = LookupActivity ( NewActivity );
|
||
|
}
|
||
|
break;
|
||
|
case ACT_WALK:
|
||
|
if ( pev->health <= SPFORCE_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;
|
||
|
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)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Get Schedule!
|
||
|
//=========================================================
|
||
|
Schedule_t *CSPForce :: GetSchedule( void )
|
||
|
{
|
||
|
|
||
|
// clear old sentence
|
||
|
m_iSentence = SPFORCE_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_SPFORCE_REPEL_LAND );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// repel down a rope,
|
||
|
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||
|
return GetScheduleOfType ( SCHED_SPFORCE_REPEL_ATTACK );
|
||
|
else
|
||
|
return GetScheduleOfType ( SCHED_SPFORCE_REPEL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// SPForces 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 SPForce's signal that a grenade has landed nearby,
|
||
|
// and the SPForce 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), "HG_GREN", SPFORCE_SENTENCE_VOLUME, SPFORCE_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 );
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
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) )
|
||
|
{
|
||
|
if ( InSquad() )
|
||
|
{
|
||
|
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
|
|
||
|
if ( !IsLeader() )
|
||
|
{
|
||
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//!!!KELLY - the leader of a squad of SPForces 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), "HG_ALERT", SPFORCE_SENTENCE_VOLUME, SPFORCE_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), "HG_MONST", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
|
||
|
JustSpoke();
|
||
|
}
|
||
|
|
||
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
|
{
|
||
|
return GetScheduleOfType ( SCHED_SPFORCE_SUPPRESS );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return GetScheduleOfType ( SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// 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_SPFORCE_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 SPForce was hit and is going to run to cover.
|
||
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
|
{
|
||
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
m_iSentence = SPFORCE_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 grenade launch
|
||
|
|
||
|
else if ( FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && 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 ( InSquad() )
|
||
|
{
|
||
|
// 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 ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||
|
{
|
||
|
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||
|
return GetScheduleOfType ( SCHED_SPFORCE_FOUND_ENEMY );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( 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 ) && 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 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
|
{
|
||
|
//!!!KELLY - this SPForce 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), "HG_THROW", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||
|
}
|
||
|
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
|
{
|
||
|
//!!!KELLY - SPForce 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", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
m_iSentence = SPFORCE_SENT_CHARGE;
|
||
|
//JustSpoke();
|
||
|
}
|
||
|
|
||
|
return GetScheduleOfType( SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//!!!KELLY - SPForce is going to stay put for a couple seconds to see if
|
||
|
// the enemy wanders back out into the open, or approaches the
|
||
|
// SPForce's covered position. Good place for a taunt, I guess?
|
||
|
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType( SCHED_STANDOFF );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||
|
{
|
||
|
return GetScheduleOfType ( SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// no special cases here, call the base class
|
||
|
return CSquadMonster :: GetSchedule();
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
Schedule_t* CSPForce :: GetScheduleOfType ( int Type )
|
||
|
{
|
||
|
switch ( Type )
|
||
|
{
|
||
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
|
{
|
||
|
if ( InSquad() )
|
||
|
{
|
||
|
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||
|
{
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_THROW", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return slSPForceTossGrenadeCover;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slSPForceTakeCover[ 0 ];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
return &slSPForceTakeCover[ 0 ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slSPForceGrenadeCover[ 0 ];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||
|
{
|
||
|
return &slSPForceTakeCoverFromBestSound[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_TAKECOVER_FAILED:
|
||
|
{
|
||
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||
|
{
|
||
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||
|
}
|
||
|
|
||
|
return GetScheduleOfType ( SCHED_FAIL );
|
||
|
}
|
||
|
break;
|
||
|
case SCHED_SPFORCE_ELOF_FAIL:
|
||
|
{
|
||
|
// human SPForce is unable to move to a position that allows him to attack the enemy.
|
||
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||
|
}
|
||
|
break;
|
||
|
case SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE:
|
||
|
{
|
||
|
return &slSPForceEstablishLineOfFire[ 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 &slSPForceRangeAttack1B[ 0 ];
|
||
|
else
|
||
|
return &slSPForceRangeAttack1A[ 0 ];
|
||
|
}
|
||
|
case SCHED_RANGE_ATTACK2:
|
||
|
{
|
||
|
return &slSPForceRangeAttack2[ 0 ];
|
||
|
}
|
||
|
case SCHED_COMBAT_FACE:
|
||
|
{
|
||
|
return &slSPForceCombatFace[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_WAIT_FACE_ENEMY:
|
||
|
{
|
||
|
return &slSPForceWaitInCover[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_SWEEP:
|
||
|
{
|
||
|
return &slSPForceSweep[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_COVER_AND_RELOAD:
|
||
|
{
|
||
|
return &slSPForceHideReload[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_FOUND_ENEMY:
|
||
|
{
|
||
|
return &slSPForceFoundEnemy[ 0 ];
|
||
|
}
|
||
|
case SCHED_VICTORY_DANCE:
|
||
|
{
|
||
|
if ( InSquad() )
|
||
|
{
|
||
|
if ( !IsLeader() )
|
||
|
{
|
||
|
return &slSPForceFail[ 0 ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return &slSPForceVictoryDance[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_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 &slSPForceSignalSuppress[ 0 ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slSPForceSuppress[ 0 ];
|
||
|
}
|
||
|
}
|
||
|
case SCHED_FAIL:
|
||
|
{
|
||
|
if ( m_hEnemy != NULL )
|
||
|
{
|
||
|
// SPForce has an enemy, so pick a different default fail schedule most likely to help recover.
|
||
|
return &slSPForceCombatFail[ 0 ];
|
||
|
}
|
||
|
|
||
|
return &slSPForceFail[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_REPEL:
|
||
|
{
|
||
|
if (pev->velocity.z > -128)
|
||
|
pev->velocity.z -= 32;
|
||
|
return &slSPForceRepel[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_REPEL_ATTACK:
|
||
|
{
|
||
|
if (pev->velocity.z > -128)
|
||
|
pev->velocity.z -= 32;
|
||
|
return &slSPForceRepelAttack[ 0 ];
|
||
|
}
|
||
|
case SCHED_SPFORCE_REPEL_LAND:
|
||
|
{
|
||
|
return &slSPForceRepelLand[ 0 ];
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
return CSquadMonster :: GetScheduleOfType ( Type );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CSPForceRepel - when triggered, spawns a monster_human_spforce
|
||
|
// repelling down a line.
|
||
|
//=========================================================
|
||
|
|
||
|
class CSPForceRepel : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
int m_iSpriteTexture; // Don't save, precache
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( monster_spforce_repel, CSPForceRepel );
|
||
|
|
||
|
void CSPForceRepel::Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
pev->solid = SOLID_NOT;
|
||
|
|
||
|
SetUse( &CSPForceRepel::RepelUse );
|
||
|
}
|
||
|
|
||
|
void CSPForceRepel::Precache( void )
|
||
|
{
|
||
|
UTIL_PrecacheOther( "monster_human_spforce" );
|
||
|
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
|
||
|
}
|
||
|
|
||
|
void CSPForceRepel::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_spforce", pev->origin, pev->angles );
|
||
|
CBaseMonster *pSPForce = pEntity->MyMonsterPointer( );
|
||
|
pSPForce->pev->movetype = MOVETYPE_FLY;
|
||
|
pSPForce->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
|
||
|
pSPForce->SetActivity( ACT_GLIDE );
|
||
|
// UNDONE: position?
|
||
|
pSPForce->m_vecLastPosition = tr.vecEndPos;
|
||
|
|
||
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
|
||
|
pBeam->PointEntInit( pev->origin + Vector(0,0,112), pSPForce->entindex() );
|
||
|
pBeam->SetFlags( BEAM_FSOLID );
|
||
|
pBeam->SetColor( 255, 255, 255 );
|
||
|
pBeam->SetThink( &CBeam::SUB_Remove );
|
||
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pSPForce->pev->velocity.z + 0.5;
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// DEAD SPFORCE PROP
|
||
|
//=========================================================
|
||
|
class CDeadSPForce : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
int Classify ( void ) { return CLASS_HUMAN_MILITARY; }
|
||
|
|
||
|
void KeyValue( KeyValueData *pkvd );
|
||
|
|
||
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||
|
static char *m_szPoses[3];
|
||
|
};
|
||
|
|
||
|
char *CDeadSPForce::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
|
||
|
|
||
|
void CDeadSPForce::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_spforce_dead, CDeadSPForce );
|
||
|
|
||
|
//=========================================================
|
||
|
// ********** DeadSPForce SPAWN **********
|
||
|
//=========================================================
|
||
|
void CDeadSPForce :: Spawn( void )
|
||
|
{
|
||
|
PRECACHE_MODEL("models/spforce.mdl");
|
||
|
SET_MODEL(ENT(pev), "models/spforce.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 SPForce with bad pose\n" );
|
||
|
}
|
||
|
|
||
|
// Corpses have less health
|
||
|
pev->health = 8;
|
||
|
|
||
|
// map old bodies onto new bodies
|
||
|
switch( pev->body )
|
||
|
{
|
||
|
case 0: // SPForce with Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup( HEAD_GROUP, HEAD_SPForce );
|
||
|
SetBodygroup( GUN_GROUP, GUN_M41A );
|
||
|
break;
|
||
|
case 1: // Commander with Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
|
||
|
SetBodygroup( GUN_GROUP, GUN_M41A );
|
||
|
break;
|
||
|
case 2: // SPForce no Gun
|
||
|
pev->body = 0;
|
||
|
pev->skin = 0;
|
||
|
SetBodygroup( HEAD_GROUP, HEAD_SPForce );
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
MonsterInitDead();
|
||
|
}
|