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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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Gonome.cpp
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//=========================================================
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#include "extdll.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 "player.h"
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#include "bullsquid.h"
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#include "decals.h"
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#include "animation.h"
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#include "studio.h"
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/* Whether gonome locks the player during the bite attack.
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* This may have undesired side-effects, e.g. in combination with trigger_playerfreeze or trigger_camera,
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* since both gonome and the trigger use the same technique to lock the player.
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*/
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#define FEATURE_GONOME_LOCK_PLAYER 1
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#define GONOME_MELEE_ATTACK_RADIUS 70
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enum
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{
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TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define GONOME_AE_SLASH_RIGHT ( 1 )
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#define GONOME_AE_SLASH_LEFT ( 2 )
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#define GONOME_AE_SPIT ( 3 )
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#define GONOME_AE_THROW ( 4 )
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#define GONOME_AE_BITE1 ( 19 )
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#define GONOME_AE_BITE2 ( 20 )
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#define GONOME_AE_BITE3 ( 21 )
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#define GONOME_AE_BITE4 ( 22 )
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#define GONOME_SCRIPT_EVENT_SOUND ( 1011 )
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//=========================================================
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// Gonome's guts projectile
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//=========================================================
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class CGonomeGuts : public CSquidSpit
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{
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public:
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void Spawn(void);
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void Touch(CBaseEntity *pOther);
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};
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void CGonomeGuts::Spawn()
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING( "gonomeguts" );
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAlpha;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/bigspit.spr" );
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pev->frame = 0;
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pev->scale = 0.5;
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pev->rendercolor.x = 255;
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
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}
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void CGonomeGuts::Touch( CBaseEntity *pOther )
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{
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TraceResult tr;
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int iPitch;
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// splat sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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if( !pOther->pev->takedamage )
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{
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// make a splat on the wall
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
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}
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else
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{
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pOther->TakeDamage( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
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}
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// CGonome
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//=========================================================
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class CGonome : public CBaseMonster
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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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int Classify(void);
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void SetYawSpeed();
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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int IgnoreConditions();
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void IdleSound( void );
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void PainSound( void );
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void DeathSound( void );
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void AlertSound( void );
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void StartTask(Task_t *pTask);
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BOOL CheckMeleeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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void SetActivity( Activity NewActivity );
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Schedule_t *GetSchedule();
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Schedule_t *GetScheduleOfType( int Type );
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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void Killed(entvars_t *pevAttacker, int iGib);
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void UnlockPlayer();
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CGonomeGuts* GetGonomeGuts(const Vector& pos);
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void ClearGuts();
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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static const char* pPainSounds[];
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static const char* pIdleSounds[];
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static const char* pDeathSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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virtual int SizeForGrapple() { return GRAPPLE_LARGE; }
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protected:
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float m_flNextFlinch;
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float m_flNextThrowTime;// last time the gonome used the guts attack.
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CGonomeGuts* m_pGonomeGuts;
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#if FEATURE_GONOME_LOCK_PLAYER
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BOOL m_fPlayerLocked;
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EHANDLE m_lockedPlayer;
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#endif
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};
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
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const char* CGonome::pPainSounds[] = {
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"gonome/gonome_pain1.wav",
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"gonome/gonome_pain2.wav",
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"gonome/gonome_pain3.wav",
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"gonome/gonome_pain4.wav"
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};
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const char* CGonome::pIdleSounds[] = {
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"gonome/gonome_idle1.wav",
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"gonome/gonome_idle2.wav",
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"gonome/gonome_idle3.wav"
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};
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const char* CGonome::pDeathSounds[] = {
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"gonome/gonome_death2.wav",
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"gonome/gonome_death3.wav",
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"gonome/gonome_death4.wav"
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};
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const char* CGonome::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char* CGonome::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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TYPEDESCRIPTION CGonome::m_SaveData[] =
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{
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DEFINE_FIELD( CGonome, m_flNextFlinch, FIELD_TIME ),
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DEFINE_FIELD( CGonome, m_flNextThrowTime, FIELD_TIME ),
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#if FEATURE_GONOME_LOCK_PLAYER
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DEFINE_FIELD( CGonome, m_fPlayerLocked, FIELD_BOOLEAN ),
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#endif
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};
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IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
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void CGonome::Killed(entvars_t *pevAttacker, int iGib)
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{
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ClearGuts();
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UnlockPlayer();
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CBaseMonster::Killed(pevAttacker, iGib);
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}
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void CGonome::UnlockPlayer()
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{
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#if FEATURE_GONOME_LOCK_PLAYER
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if (m_fPlayerLocked)
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{
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CBasePlayer* player = 0;
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if (m_lockedPlayer != 0 && m_lockedPlayer->IsPlayer())
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player = (CBasePlayer*)((CBaseEntity*)m_lockedPlayer);
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else // if ehandle is empty for some reason just unlock the first player
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player = (CBasePlayer*)UTIL_FindEntityByClassname(0, "player");
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if (player)
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player->EnableControl(TRUE);
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m_lockedPlayer = 0;
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m_fPlayerLocked = FALSE;
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}
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#endif
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}
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CGonomeGuts* CGonome::GetGonomeGuts(const Vector &pos)
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{
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if (m_pGonomeGuts)
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return m_pGonomeGuts;
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CGonomeGuts *pGuts = GetClassPtr( (CGonomeGuts *)NULL );
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pGuts->Spawn();
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UTIL_SetOrigin( pGuts->pev, pos );
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m_pGonomeGuts = pGuts;
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return m_pGonomeGuts;
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}
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void CGonome::ClearGuts()
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{
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if (m_pGonomeGuts)
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{
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UTIL_Remove(m_pGonomeGuts);
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m_pGonomeGuts = 0;
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}
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}
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void CGonome::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::DeathSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// Play a random idle sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch );
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}
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void CGonome::AlertSound( void )
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{
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const int iPitch = RANDOM_LONG(0, 9) + 95;
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
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}
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void CGonome::SetActivity( Activity NewActivity )
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{
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Activity OldActivity = m_Activity;
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int iSequence = ACTIVITY_NOT_AVAILABLE;
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if (NewActivity != ACT_RANGE_ATTACK1)
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{
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ClearGuts();
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}
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if (NewActivity == ACT_MELEE_ATTACK1 && m_hEnemy != 0)
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{
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// special melee animations
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if ((pev->origin - m_hEnemy->pev->origin).Length2D() >= 48 )
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{
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iSequence = LookupSequence("attack1");
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}
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else
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{
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iSequence = LookupSequence("attack2");
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}
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}
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else
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{
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UnlockPlayer();
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if (NewActivity == ACT_RUN && m_hEnemy != 0)
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{
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// special run animations
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if ((pev->origin - m_hEnemy->pev->origin).Length2D() <= 512 )
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{
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iSequence = LookupSequence("runshort");
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}
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else
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{
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iSequence = LookupSequence("runlong");
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}
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}
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else
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{
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iSequence = LookupActivity(NewActivity);
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}
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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// In case someone calls this with something other than the ideal activity
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m_IdealActivity = m_Activity;
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// Set to the desired anim, or default anim if the desired is not present
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if( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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// don't reset frame between walk and run
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if( !( OldActivity == ACT_WALK || OldActivity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo();
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SetYawSpeed();
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}
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else
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{
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// Not available try to get default anim
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ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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}
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//=========================================================
|
|
|
|
// Classify - indicates this monster's place in the
|
|
|
|
// relationship table.
|
|
|
|
//=========================================================
|
|
|
|
int CGonome::Classify(void)
|
|
|
|
{
|
|
|
|
return CLASS_ALIEN_MONSTER;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// TakeDamage - overridden for gonome so we can keep track
|
|
|
|
// of how much time has passed since it was last injured
|
|
|
|
//=========================================================
|
|
|
|
int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
|
|
{
|
|
|
|
// Take 15% damage from bullets
|
|
|
|
if( bitsDamageType == DMG_BULLET )
|
|
|
|
{
|
|
|
|
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
|
|
|
|
vecDir = vecDir.Normalize();
|
|
|
|
float flForce = DamageForce( flDamage );
|
|
|
|
pev->velocity = pev->velocity + vecDir * flForce;
|
|
|
|
flDamage *= 0.15;
|
|
|
|
}
|
|
|
|
|
|
|
|
// HACK HACK -- until we fix this.
|
|
|
|
if( IsAlive() )
|
|
|
|
PainSound();
|
|
|
|
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CheckRangeAttack1
|
|
|
|
//=========================================================
|
|
|
|
BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
|
|
|
|
{
|
|
|
|
if (flDist < 256)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (IsMoving() && flDist >= 512)
|
|
|
|
{
|
|
|
|
// squid will far too far behind if he stops running to spit at this distance from the enemy.
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextThrowTime)
|
|
|
|
{
|
|
|
|
if (m_hEnemy != 0)
|
|
|
|
{
|
|
|
|
if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
|
|
|
|
{
|
|
|
|
// don't try to spit at someone up really high or down really low.
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IsMoving())
|
|
|
|
{
|
|
|
|
// don't spit again for a long time, resume chasing enemy.
|
|
|
|
m_flNextThrowTime = gpGlobals->time + 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// not moving, so spit again pretty soon.
|
|
|
|
m_flNextThrowTime = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
|
|
|
|
//=========================================================
|
|
|
|
BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
|
|
// turn rate associated with it.
|
|
|
|
//=========================================================
|
|
|
|
void CGonome::SetYawSpeed( void )
|
|
|
|
{
|
|
|
|
pev->yaw_speed = 120;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
|
|
// that occur when tagged animation frames are played.
|
|
|
|
//=========================================================
|
|
|
|
void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|
|
|
{
|
|
|
|
switch (pEvent->event)
|
|
|
|
{
|
|
|
|
case GONOME_SCRIPT_EVENT_SOUND:
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, pEvent->options, 1, ATTN_NORM);
|
|
|
|
break;
|
|
|
|
case GONOME_AE_SPIT:
|
|
|
|
{
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
|
|
GetAttachment(0, vecArmPos, vecArmAng);
|
|
|
|
|
|
|
|
if (GetGonomeGuts(vecArmPos))
|
|
|
|
{
|
|
|
|
m_pGonomeGuts->pev->body = 1;
|
|
|
|
m_pGonomeGuts->pev->aiment = ENT(pev);
|
|
|
|
m_pGonomeGuts->pev->movetype = MOVETYPE_FOLLOW;
|
|
|
|
}
|
|
|
|
UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GONOME_AE_THROW:
|
|
|
|
{
|
|
|
|
UTIL_MakeVectors(pev->angles);
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
|
|
GetAttachment(0, vecArmPos, vecArmAng);
|
|
|
|
|
|
|
|
if (GetGonomeGuts(vecArmPos))
|
|
|
|
{
|
|
|
|
Vector vecSpitDir;
|
|
|
|
|
|
|
|
Vector vecEnemyPosition;
|
|
|
|
if (m_hEnemy != 0)
|
|
|
|
vecEnemyPosition = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs);
|
|
|
|
else
|
|
|
|
vecEnemyPosition = m_vecEnemyLKP;
|
|
|
|
vecSpitDir = (vecEnemyPosition - vecArmPos).Normalize();
|
|
|
|
|
|
|
|
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
|
|
|
|
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
|
|
|
|
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
|
|
|
|
|
|
|
|
m_pGonomeGuts->pev->body = 0;
|
|
|
|
m_pGonomeGuts->pev->skin = 0;
|
|
|
|
m_pGonomeGuts->pev->owner = ENT( pev );
|
|
|
|
m_pGonomeGuts->pev->aiment = 0;
|
|
|
|
m_pGonomeGuts->pev->movetype = MOVETYPE_FLY;
|
|
|
|
m_pGonomeGuts->pev->velocity = vecSpitDir * 900;
|
|
|
|
m_pGonomeGuts->SetThink( &CGonomeGuts::Animate );
|
|
|
|
m_pGonomeGuts->pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
UTIL_SetOrigin(m_pGonomeGuts->pev, vecArmPos);
|
|
|
|
|
|
|
|
m_pGonomeGuts = 0;
|
|
|
|
}
|
|
|
|
UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GONOME_AE_SLASH_LEFT:
|
|
|
|
{
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.z = 9;
|
|
|
|
pHurt->pev->punchangle.x = 5;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 25;
|
|
|
|
}
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GONOME_AE_SLASH_RIGHT:
|
|
|
|
{
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.z = -9;
|
|
|
|
pHurt->pev->punchangle.x = 5;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -25;
|
|
|
|
}
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GONOME_AE_BITE1:
|
|
|
|
case GONOME_AE_BITE2:
|
|
|
|
case GONOME_AE_BITE3:
|
|
|
|
case GONOME_AE_BITE4:
|
|
|
|
{
|
|
|
|
int iPitch;
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH);
|
|
|
|
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
// croonchy bite sound
|
|
|
|
iPitch = RANDOM_FLOAT(90, 110);
|
|
|
|
switch (RANDOM_LONG(0, 1))
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
if (pEvent->event == GONOME_AE_BITE4)
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.x = 15;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 75;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.x = 9;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 25;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#if FEATURE_GONOME_LOCK_PLAYER
|
|
|
|
if (pEvent->event == GONOME_AE_BITE4)
|
|
|
|
{
|
|
|
|
UnlockPlayer();
|
|
|
|
}
|
|
|
|
else if (pHurt->IsPlayer() && pHurt->IsAlive())
|
|
|
|
{
|
|
|
|
if (!m_fPlayerLocked)
|
|
|
|
{
|
|
|
|
CBasePlayer* player = (CBasePlayer*)pHurt;
|
|
|
|
player->EnableControl(FALSE);
|
|
|
|
m_lockedPlayer = player;
|
|
|
|
m_fPlayerLocked = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
CBaseMonster::HandleAnimEvent(pEvent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#define GONOME_FLINCH_DELAY 2
|
|
|
|
|
|
|
|
int CGonome::IgnoreConditions( void )
|
|
|
|
{
|
|
|
|
int iIgnore = CBaseMonster::IgnoreConditions();
|
|
|
|
|
|
|
|
if( m_Activity == ACT_MELEE_ATTACK1 )
|
|
|
|
{
|
|
|
|
if( m_flNextFlinch >= gpGlobals->time )
|
|
|
|
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
|
|
|
|
{
|
|
|
|
if( m_flNextFlinch < gpGlobals->time )
|
|
|
|
m_flNextFlinch = gpGlobals->time + GONOME_FLINCH_DELAY;
|
|
|
|
}
|
|
|
|
|
|
|
|
return iIgnore;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CGonome::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
|
|
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->health = gSkillData.gonomeHealth;
|
|
|
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
|
|
|
|
m_flNextThrowTime = gpGlobals->time;
|
|
|
|
|
|
|
|
MonsterInit();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Precache - precaches all resources this monster needs
|
|
|
|
//=========================================================
|
|
|
|
void CGonome::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/gonome.mdl");
|
|
|
|
|
|
|
|
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
|
|
|
|
|
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
|
|
|
|
|
|
|
PRECACHE_SOUND("gonome/gonome_eat.wav");
|
|
|
|
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
|
|
|
|
PRECACHE_SOUND("gonome/gonome_melee1.wav");
|
|
|
|
PRECACHE_SOUND("gonome/gonome_melee2.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND_ARRAY(pIdleSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pPainSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pDeathSounds);
|
|
|
|
|
|
|
|
PRECACHE_SOUND("gonome/gonome_run.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
|
|
|
|
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetSchedule
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CGonome::GetSchedule( void )
|
|
|
|
{
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_WAKE_ANGRY );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
return GetScheduleOfType( SCHED_CHASE_ENEMY );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
// primary range attack
|
|
|
|
Task_t tlGonomeRangeAttack1[] =
|
|
|
|
{
|
|
|
|
{ TASK_STOP_MOVING, 0 },
|
|
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
|
|
};
|
|
|
|
|
|
|
|
Schedule_t slGonomeRangeAttack1[] =
|
|
|
|
{
|
|
|
|
{
|
|
|
|
tlGonomeRangeAttack1,
|
|
|
|
ARRAYSIZE( tlGonomeRangeAttack1 ),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
|
|
bits_COND_ENEMY_DEAD |
|
|
|
|
bits_COND_HEAVY_DAMAGE |
|
|
|
|
bits_COND_ENEMY_OCCLUDED |
|
|
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
0,
|
|
|
|
"Gonome Range Attack1"
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
// Chase enemy schedule
|
|
|
|
Task_t tlGonomeChaseEnemy1[] =
|
|
|
|
{
|
|
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation.
|
|
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
|
|
};
|
|
|
|
|
|
|
|
Schedule_t slGonomeChaseEnemy[] =
|
|
|
|
{
|
|
|
|
{
|
|
|
|
tlGonomeChaseEnemy1,
|
|
|
|
ARRAYSIZE( tlGonomeChaseEnemy1 ),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
|
|
bits_COND_ENEMY_DEAD |
|
|
|
|
bits_COND_SMELL_FOOD |
|
|
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
|
|
bits_COND_CAN_MELEE_ATTACK2 |
|
|
|
|
bits_COND_TASK_FAILED,
|
|
|
|
0,
|
|
|
|
"Gonome Chase Enemy"
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
// victory dance (eating body)
|
|
|
|
Task_t tlGonomeVictoryDance[] =
|
|
|
|
{
|
|
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
|
|
{ TASK_WAIT, (float)0.1 },
|
|
|
|
{ TASK_GONOME_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 },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }
|
|
|
|
};
|
|
|
|
|
|
|
|
Schedule_t slGonomeVictoryDance[] =
|
|
|
|
{
|
|
|
|
{
|
|
|
|
tlGonomeVictoryDance,
|
|
|
|
ARRAYSIZE( tlGonomeVictoryDance ),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
|
|
bits_COND_LIGHT_DAMAGE |
|
|
|
|
bits_COND_HEAVY_DAMAGE,
|
|
|
|
0,
|
|
|
|
"GonomeVictoryDance"
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CGonome )
|
|
|
|
{
|
|
|
|
slGonomeRangeAttack1,
|
|
|
|
slGonomeChaseEnemy,
|
|
|
|
slGonomeVictoryDance,
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster )
|
|
|
|
|
|
|
|
Schedule_t* CGonome::GetScheduleOfType(int Type)
|
|
|
|
{
|
|
|
|
switch ( Type )
|
|
|
|
{
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
|
|
return &slGonomeRangeAttack1[0];
|
|
|
|
break;
|
|
|
|
case SCHED_CHASE_ENEMY:
|
|
|
|
return &slGonomeChaseEnemy[0];
|
|
|
|
break;
|
|
|
|
case SCHED_VICTORY_DANCE:
|
|
|
|
return &slGonomeVictoryDance[0];
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return CBaseMonster::GetScheduleOfType(Type);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Start task - selects the correct activity and performs
|
|
|
|
// any necessary calculations to start the next task on the
|
|
|
|
// schedule.
|
|
|
|
//=========================================================
|
|
|
|
void CGonome::StartTask(Task_t *pTask)
|
|
|
|
{
|
|
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
|
|
|
|
switch (pTask->iTask)
|
|
|
|
{
|
|
|
|
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
|
|
|
|
{
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" );
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CBaseMonster::StartTask(pTask);
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DEAD GONOME PROP
|
|
|
|
//=========================================================
|
|
|
|
class CDeadGonome : public CBaseMonster
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn(void);
|
|
|
|
int Classify(void) { return CLASS_ALIEN_MONSTER; }
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
int m_iPose;
|
|
|
|
static const char *m_szPoses[3];
|
|
|
|
};
|
|
|
|
|
|
|
|
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
|
|
|
|
|
|
|
|
void CDeadGonome::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_gonome_dead, CDeadGonome)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadGonome SPAWN **********
|
|
|
|
//=========================================================
|
|
|
|
void CDeadGonome::Spawn(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/gonome.mdl");
|
|
|
|
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
|
|
|
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->yaw_speed = 8;
|
|
|
|
pev->sequence = 0;
|
|
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
|
|
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
|
|
if( pev->sequence == -1 )
|
|
|
|
{
|
|
|
|
ALERT( at_console, "Dead gonome with bad pose\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Corpses have less health
|
|
|
|
pev->health = 8;
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|