Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Black Ops - Male Assassin
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "hgrunt.h"
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define MASSN_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
// Weapon flags
#define MASSN_9MMAR (1 << 0)
#define MASSN_HANDGRENADE (1 << 1)
#define MASSN_GRENADELAUNCHER (1 << 2)
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#define MASSN_SNIPERRIFLE (1 << 3)
// Body groups.
#define HEAD_GROUP 1
#define GUN_GROUP 2
// Head values
#define HEAD_WHITE 0
#define HEAD_BLACK 1
#define HEAD_GOGGLES 2
// Gun values
#define GUN_MP5 0
#define GUN_SNIPERRIFLE 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define MASSN_AE_KICK ( 3 )
#define MASSN_AE_BURST1 ( 4 )
#define MASSN_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define MASSN_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5.
//=========================================================
// Purpose:
//=========================================================
class CMassn : public CHGrunt
{
public:
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void GibMonster(void);
void Sniperrifle(void);
BOOL FOkToSpeak(void);
void Spawn( void );
void Precache( void );
void DeathSound(void);
void PainSound(void);
void IdleSound(void);
};
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LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn)
//=========================================================
// Purpose:
//=========================================================
BOOL CMassn::FOkToSpeak(void)
{
return FALSE;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMassn::Classify(void)
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// Purpose:
//=========================================================
void CMassn::IdleSound(void)
{
}
//=========================================================
// Shoot
//=========================================================
void CMassn::Sniperrifle(void)
{
if (m_hEnemy == 0)
{
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);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_1DEGREES, 2048, BULLET_MONSTER_762, 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 CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
{
Vector vecShootDir;
Vector vecShootOrigin;
switch (pEvent->event)
{
case MASSN_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, MASSN_SNIPERRIFLE))
{
DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles);
}
else
{
DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
}
if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER))
{
DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles);
}
}
break;
case MASSN_AE_BURST1:
{
if (FBitSet(pev->weapons, MASSN_9MMAR))
{
Shoot();
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if (RANDOM_LONG(0, 1))
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM);
}
}
else if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
{
Sniperrifle();
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
}
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
}
break;
case MASSN_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.massnDmgKick, DMG_CLUB);
}
}
break;
case MASSN_AE_CAUGHT_ENEMY:
break;
default:
CHGrunt::HandleAnimEvent(pEvent);
break;
}
}
void CMassn::GibMonster()
{
Vector vecGunPos;
Vector vecGunAngles;
if( GetBodygroup( GUN_GROUP ) != GUN_NONE )
{
// throw a gun if the grunt has one
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun;
if( FBitSet( pev->weapons, MASSN_SNIPERRIFLE ) )
{
pGun = DropItem( "weapon_sniperrifle", vecGunPos, vecGunAngles );
}
else
{
pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
}
if( pGun )
{
pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
if( FBitSet( pev->weapons, MASSN_GRENADELAUNCHER ) )
{
pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles );
if ( pGun )
{
pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
}
CBaseMonster::GibMonster();
}
//=========================================================
// Spawn
//=========================================================
void CMassn::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/massn.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.massnHealth;
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 = -1;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt 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 = MASSN_9MMAR | MASSN_HANDGRENADE;
// pev->weapons = HGRUNT_SHOTGUN;
// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
}
if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
{
SetBodygroup(GUN_GROUP, GUN_SNIPERRIFLE);
m_cClipSize = 5;
}
else
{
m_cClipSize = MASSN_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
if (RANDOM_LONG(0, 99) < 80)
pev->skin = 0; // light skin
else
pev->skin = 1; // dark skin
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMassn::Precache()
{
PRECACHE_MODEL("models/massn.mdl");
PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
PRECACHE_SOUND("weapons/glauncher.wav");
PRECACHE_SOUND("weapons/sniper_bolt1.wav");
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PRECACHE_SOUND("weapons/sniper_fire.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
}
//=========================================================
// PainSound
//=========================================================
void CMassn::PainSound(void)
{
}
//=========================================================
// DeathSound
//=========================================================
void CMassn::DeathSound(void)
{
}
//=========================================================
// CAssassinRepel - when triggered, spawns a monster_male_assassin
// repelling down a line.
//=========================================================
class CAssassinRepel : public CHGruntRepel
{
public:
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const char* TrooperName() {
return "monster_male_assassin";
}
};
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LINK_ENTITY_TO_CLASS(monster_assassin_repel, CAssassinRepel)
class CDeadMassn : 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 const char *m_szPoses[3];
};
const char *CDeadMassn::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadMassn::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_massassin_dead, CDeadMassn )
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadMassn::Spawn( void )
{
PRECACHE_MODEL( "models/massn.mdl" );
SET_MODEL( ENT( pev ), "models/massn.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 massn with bad pose\n" );
}
// Corpses have less health
pev->health = 8;
// map old bodies onto new bodies
switch( pev->body )
{
case 0:
pev->body = 0;
pev->skin = 0;
break;
case 1:
pev->body = 2;
pev->skin = 0;
break;
case 2:
pev->body = 7;
pev->skin = 0;
break;
case 3:
pev->body = 8;
pev->skin = 0;
break;
}
MonsterInitDead();
}