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/***
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*
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* Copyright (c) 1996-2002, 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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// male assassin
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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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#include "hgrunt.h"
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extern int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
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extern DLL_GLOBAL int g_iSkillLevel;
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extern Schedule_t slIdleStand[];
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extern Schedule_t slGruntFail[];
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extern Schedule_t slGruntCombatFail[];
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extern Schedule_t slGruntVictoryDance[];
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extern Schedule_t slGruntEstablishLineOfFire[];
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extern Schedule_t slGruntFoundEnemy[];
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extern Schedule_t slGruntCombatFace[];
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extern Schedule_t slGruntSignalSuppress[];
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extern Schedule_t slGruntSuppress[];
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extern Schedule_t slGruntWaitInCover[];
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extern Schedule_t slGruntTakeCover[];
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extern Schedule_t slGruntGrenadeCover[];
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extern Schedule_t slGruntTossGrenadeCover[];
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extern Schedule_t slGruntTakeCoverFromBestSound[];
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extern Schedule_t slGruntHideReload[];
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extern Schedule_t slGruntSweep[];
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extern Schedule_t slGruntRangeAttack1A[];
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extern Schedule_t slGruntRangeAttack1B[];
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extern Schedule_t slGruntRangeAttack2[];
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extern Schedule_t slGruntRepel[];
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extern Schedule_t slGruntRepelAttack[];
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extern Schedule_t slGruntRepelLand[];
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class CMassn : public CHGrunt
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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 HandleAnimEvent(MonsterEvent_t *pEvent);
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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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void SpeakSentence(void);
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Schedule_t *GetSchedule(void);
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Schedule_t *GetScheduleOfType(int Type);
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int IRelationship(CBaseEntity *pTarget);
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static const char *pGruntSentences[];
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};
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LINK_ENTITY_TO_CLASS( monster_massn, CMassn )
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const char *CMassn::pGruntSentences[] =
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{
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"MN_GREN", // grenade scared grunt
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"MN_ALERT", // sees player
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"MN_MONSTER", // sees monster
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"MN_COVER", // running to cover
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"MN_THROW", // about to throw grenade
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"MN_CHARGE", // running out to get the enemy
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"MN_TAUNT", // say rude things
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};
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//=========================================================
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// Speak Sentence - say your cued up sentence.
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//
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// Some grunt 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 grunt 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 grunt has
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// started moving.
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//=========================================================
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void CMassn::SpeakSentence( void )
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{
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if( m_iSentence == HGRUNT_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 ), pGruntSentences[m_iSentence], HGRUNT_SENTENCE_VOLUME, GRUNT_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 CMassn::IRelationship( CBaseEntity *pTarget )
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{
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if( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || FClassnameIs( pTarget->pev, "monster_gargantua" ) || FClassnameIs( pTarget->pev, "monster_human_grunt" ) )
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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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void CMassn::IdleSound( void )
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{
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if( FOkToSpeak() && ( g_fGruntQuestion || RANDOM_LONG( 0, 1 ) ) )
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{
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if( !g_fGruntQuestion )
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{
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// ask question or make statement
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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// check in
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
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g_fGruntQuestion = 1;
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break;
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case 1:
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// question
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
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g_fGruntQuestion = 2;
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break;
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case 2:
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// statement
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
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break;
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}
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}
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else
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{
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switch( g_fGruntQuestion )
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{
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case 1:
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// check in
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
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break;
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case 2:
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// question
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
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break;
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}
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g_fGruntQuestion = 0;
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}
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JustSpoke();
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}
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CMassn::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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Vector vecShootDir;
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Vector vecShootOrigin;
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switch( pEvent->event )
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{
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case HGRUNT_AE_DROP_GUN:
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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GetAttachment( 0, vecGunPos, vecGunAngles );
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE );
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
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{
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DropItem( "weapon_handgrenade", vecGunPos, vecGunAngles );
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}
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else
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{
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
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}
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
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{
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles );
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}
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}
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break;
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case HGRUNT_AE_RELOAD:
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_reload1.wav", 1, ATTN_NORM );
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m_cAmmoLoaded = m_cClipSize;
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ClearConditions( bits_COND_NO_AMMO_LOADED );
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break;
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case HGRUNT_AE_GREN_TOSS:
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{
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UTIL_MakeVectors( pev->angles );
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 3.5 );
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CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
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m_fThrowGrenade = FALSE;
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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// !!!LATER - when in a group, only try to throw grenade if ordered.
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}
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break;
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case HGRUNT_AE_GREN_LAUNCH:
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{
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM );
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CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity );
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m_fThrowGrenade = FALSE;
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if( g_iSkillLevel == SKILL_HARD )
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m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
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else
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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}
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break;
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case HGRUNT_AE_GREN_DROP:
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{
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UTIL_MakeVectors( pev->angles );
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CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
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}
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break;
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case HGRUNT_AE_BURST1:
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{
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if( FBitSet( pev->weapons, HGRUNT_9MMAR ) )
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{
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Shoot();
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// the first round of the three round burst plays the sound and puts a sound in the world sound list.
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if( RANDOM_LONG( 0, 1 ) )
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{
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_mgun1.wav", 1, ATTN_NORM );
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}
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else
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{
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_mgun2.wav", 1, ATTN_NORM );
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}
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}
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else
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{
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Shotgun();
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "ambience/rifle1.wav", 1, ATTN_NORM );
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}
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
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}
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break;
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case HGRUNT_AE_BURST2:
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case HGRUNT_AE_BURST3:
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Shoot();
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break;
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case HGRUNT_AE_KICK:
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{
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CBaseEntity *pHurt = Kick();
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if( pHurt )
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{
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// SOUND HERE!
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UTIL_MakeVectors( pev->angles );
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pHurt->pev->punchangle.x = 15;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
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pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
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}
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}
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break;
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case HGRUNT_AE_CAUGHT_ENEMY:
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{
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if( FOkToSpeak() )
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{
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SENTENCEG_PlayRndSz( ENT( pev ), "MN_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
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JustSpoke();
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}
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}
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break;
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default:
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CSquadMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CMassn::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/massn.mdl" );
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->effects = 0;
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pev->health = gSkillData.hgruntHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_flNextGrenadeCheck = gpGlobals->time + 1;
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m_flNextPainTime = gpGlobals->time;
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m_iSentence = HGRUNT_SENT_NONE;
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m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_fEnemyEluded = FALSE;
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m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
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m_HackedGunPos = Vector( 0, 0, 55 );
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if( pev->weapons == 0 )
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{
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// initialize to original values
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pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE;
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// pev->weapons = HGRUNT_SHOTGUN;
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// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
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}
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
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{
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SetBodygroup( HEAD_SHOTGUN, GUN_SHOTGUN );
|
|
|
|
m_cClipSize = 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_cClipSize = GRUNT_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, HGRUNT_SHOTGUN ) )
|
|
|
|
{
|
|
|
|
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN );
|
|
|
|
}
|
|
|
|
else if( FBitSet( pev->weapons, HGRUNT_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 CMassn::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/massn.mdl" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "massn/gr_mgun1.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_mgun2.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "massn/gr_die1.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_die2.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_die3.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "massn/gr_pain1.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_pain2.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_pain3.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_pain4.wav" );
|
|
|
|
PRECACHE_SOUND( "massn/gr_pain5.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "massn/gr_reload1.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "weapons/glauncher.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "ambience/rifle1.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" );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// PainSound
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::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 ), "MN_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
JustSpoke();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
switch( RANDOM_LONG( 0, 6 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain3.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain4.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain5.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain1.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain2.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
m_flNextPainTime = gpGlobals->time + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DeathSound
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::DeathSound( void )
|
|
|
|
{
|
|
|
|
switch( RANDOM_LONG( 0, 2 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die1.wav", 1, ATTN_IDLE );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die2.wav", 1, ATTN_IDLE );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die3.wav", 1, ATTN_IDLE );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// AI Schedules Specific to this monster
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Get Schedule!
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CMassn::GetSchedule( void )
|
|
|
|
{
|
|
|
|
|
|
|
|
// clear old sentence
|
|
|
|
m_iSentence = HGRUNT_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_GRUNT_REPEL_LAND );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// repel down a rope,
|
|
|
|
if( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
|
|
return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK );
|
|
|
|
else
|
|
|
|
return GetScheduleOfType( SCHED_GRUNT_REPEL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// grunts place HIGH priority on running away from danger sounds.
|
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
|
|
{
|
|
|
|
CSound *pSound;
|
|
|
|
pSound = PBestSound();
|
|
|
|
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if( pSound )
|
|
|
|
{
|
|
|
|
if( pSound->m_iType & bits_SOUND_DANGER )
|
|
|
|
{
|
|
|
|
// dangerous sound nearby!
|
|
|
|
|
|
|
|
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
|
|
|
|
// and the grunt should find cover from the blast
|
|
|
|
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
|
|
|
|
// It's not safe to play a verbal order here "Scatter", etc cause
|
|
|
|
// this may only affect a single individual in a squad.
|
|
|
|
if( FOkToSpeak() )
|
|
|
|
{
|
|
|
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_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 grunts has just seen the player or a
|
|
|
|
// monster and has made it the squad's enemy. You
|
|
|
|
// can check pev->flags for FL_CLIENT to determine whether this is the player
|
|
|
|
// or a monster. He's going to immediately start
|
|
|
|
// firing, though. If you'd like, we can make an alternate "first sight"
|
|
|
|
// schedule where the leader plays a handsign anim
|
|
|
|
// that gives us enough time to hear a short sentence or spoken command
|
|
|
|
// before he starts pluggin away.
|
|
|
|
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
if( ( m_hEnemy != 0 ) && m_hEnemy->IsPlayer() )
|
|
|
|
// player
|
|
|
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
else if( ( m_hEnemy != 0 ) &&
|
|
|
|
( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) &&
|
|
|
|
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) &&
|
|
|
|
( m_hEnemy->Classify() != CLASS_MACHINE ) )
|
|
|
|
// monster
|
|
|
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
|
|
|
|
JustSpoke();
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_GRUNT_SUPPRESS );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_GRUNT_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_GRUNT_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 != 0 )
|
|
|
|
{
|
|
|
|
// only try to take cover if we actually have an enemy!
|
|
|
|
|
|
|
|
//!!!KELLY - this grunt was hit and is going to run to cover.
|
|
|
|
if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
//SENTENCEG_PlayRndSz( ENT( pev ), "MN_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
m_iSentence = HGRUNT_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, HGRUNT_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_GRUNT_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 grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
|
|
|
|
if( FOkToSpeak() )
|
|
|
|
{
|
|
|
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
JustSpoke();
|
|
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
|
|
|
}
|
|
|
|
else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
|
|
|
{
|
|
|
|
//!!!KELLY - grunt cannot see the enemy and has just decided to
|
|
|
|
// charge the enemy's position.
|
|
|
|
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
//SENTENCEG_PlayRndSz( ENT( pev ), "MN_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
m_iSentence = HGRUNT_SENT_CHARGE;
|
|
|
|
//JustSpoke();
|
|
|
|
}
|
|
|
|
|
|
|
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
|
|
|
// the enemy wanders back out into the open, or approaches the
|
|
|
|
// grunt's covered position. Good place for a taunt, I guess?
|
|
|
|
if( FOkToSpeak() && RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
SENTENCEG_PlayRndSz( ENT( pev ), "MN_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
JustSpoke();
|
|
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// no special cases here, call the base class
|
|
|
|
return CSquadMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CMassn::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 ), "MN_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
|
|
|
JustSpoke();
|
|
|
|
}
|
|
|
|
return slGruntTossGrenadeCover;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return &slGruntTakeCover[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
return &slGruntTakeCover[0];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return &slGruntGrenadeCover[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
|
|
{
|
|
|
|
return &slGruntTakeCoverFromBestSound[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_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_GRUNT_ELOF_FAIL:
|
|
|
|
{
|
|
|
|
// human grunt is unable to move to a position that allows him to attack the enemy.
|
|
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE:
|
|
|
|
{
|
|
|
|
return &slGruntEstablishLineOfFire[0];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
|
|
{
|
|
|
|
// randomly stand or crouch
|
|
|
|
if( RANDOM_LONG( 0, 9 ) == 0 )
|
|
|
|
m_fStanding = RANDOM_LONG( 0, 1 );
|
|
|
|
|
|
|
|
if( m_fStanding )
|
|
|
|
return &slGruntRangeAttack1B[0];
|
|
|
|
else
|
|
|
|
return &slGruntRangeAttack1A[0];
|
|
|
|
}
|
|
|
|
case SCHED_RANGE_ATTACK2:
|
|
|
|
{
|
|
|
|
return &slGruntRangeAttack2[0];
|
|
|
|
}
|
|
|
|
case SCHED_COMBAT_FACE:
|
|
|
|
{
|
|
|
|
return &slGruntCombatFace[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_WAIT_FACE_ENEMY:
|
|
|
|
{
|
|
|
|
return &slGruntWaitInCover[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_SWEEP:
|
|
|
|
{
|
|
|
|
return &slGruntSweep[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_COVER_AND_RELOAD:
|
|
|
|
{
|
|
|
|
return &slGruntHideReload[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_FOUND_ENEMY:
|
|
|
|
{
|
|
|
|
return &slGruntFoundEnemy[0];
|
|
|
|
}
|
|
|
|
case SCHED_VICTORY_DANCE:
|
|
|
|
{
|
|
|
|
if( InSquad() )
|
|
|
|
{
|
|
|
|
if( !IsLeader() )
|
|
|
|
{
|
|
|
|
return &slGruntFail[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return &slGruntVictoryDance[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_SUPPRESS:
|
|
|
|
{
|
|
|
|
if( m_hEnemy->IsPlayer() && m_fFirstEncounter )
|
|
|
|
{
|
|
|
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
|
|
|
|
return &slGruntSignalSuppress[0];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return &slGruntSuppress[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
case SCHED_FAIL:
|
|
|
|
{
|
|
|
|
if( m_hEnemy != 0 )
|
|
|
|
{
|
|
|
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
|
|
|
|
return &slGruntCombatFail[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
return &slGruntFail[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_REPEL:
|
|
|
|
{
|
|
|
|
if( pev->velocity.z > -128 )
|
|
|
|
pev->velocity.z -= 32;
|
|
|
|
return &slGruntRepel[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_REPEL_ATTACK:
|
|
|
|
{
|
|
|
|
if( pev->velocity.z > -128 )
|
|
|
|
pev->velocity.z -= 32;
|
|
|
|
return &slGruntRepelAttack[0];
|
|
|
|
}
|
|
|
|
case SCHED_GRUNT_REPEL_LAND:
|
|
|
|
{
|
|
|
|
return &slGruntRepelLand[0];
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
{
|
|
|
|
return CSquadMonster::GetScheduleOfType( Type );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CMassnRepel - when triggered, spawns a monster_nari_grunt
|
|
|
|
// repelling down a line.
|
|
|
|
//=========================================================
|
|
|
|
class CMassnRepel : 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_massn_repel, CMassnRepel )
|
|
|
|
|
|
|
|
void CMassnRepel::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
|
|
|
|
SetUse( &CMassnRepel::RepelUse );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMassnRepel::Precache( void )
|
|
|
|
{
|
|
|
|
UTIL_PrecacheOther( "monster_massn" );
|
|
|
|
|
|
|
|
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMassnRepel::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_massn", pev->origin, pev->angles );
|
|
|
|
CBaseMonster *pGrunt = pEntity->MyMonsterPointer();
|
|
|
|
pGrunt->pev->movetype = MOVETYPE_FLY;
|
|
|
|
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
|
|
|
|
pGrunt->SetActivity( ACT_GLIDE );
|
|
|
|
// UNDONE: position?
|
|
|
|
pGrunt->m_vecLastPosition = tr.vecEndPos;
|
|
|
|
|
|
|
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
|
|
|
|
pBeam->PointEntInit( pev->origin + Vector( 0, 0, 112 ), pGrunt->entindex() );
|
|
|
|
pBeam->SetFlags( BEAM_FSOLID );
|
|
|
|
pBeam->SetColor( 255, 255, 255 );
|
|
|
|
pBeam->SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pGrunt->pev->velocity.z + 0.5f;
|
|
|
|
|
|
|
|
UTIL_Remove( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DEAD Male Assasin PROP
|
|
|
|
//=========================================================
|
|
|
|
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_massn_dead, CDeadMassn )
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadMassn 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 male assassin with bad pose\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Corpses have less health
|
|
|
|
pev->health = 8;
|
|
|
|
|
|
|
|
// map old bodies onto new bodies
|
|
|
|
switch( pev->body )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
// Grunt with Gun
|
|
|
|
pev->body = 0;
|
|
|
|
SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
|
|
|
|
SetBodygroup( GUN_GROUP, GUN_MP5 );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
// Commander with Gun
|
|
|
|
pev->body = 0;
|
|
|
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
|
|
|
|
SetBodygroup( GUN_GROUP, GUN_MP5 );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
// Grunt no Gun
|
|
|
|
pev->body = 0;
|
|
|
|
SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
|
|
|
|
SetBodygroup( GUN_GROUP, GUN_NONE );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
// Commander no Gun
|
|
|
|
pev->body = 0;
|
|
|
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
|
|
|
|
SetBodygroup( GUN_GROUP, GUN_NONE );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|