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894 lines
24 KiB
894 lines
24 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// shocktrooper
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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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#include "sporegrenade.h"
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int g_fStrooperQuestion; // 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 slGruntTakeCover[];
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extern Schedule_t slGruntGrenadeCover[];
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extern Schedule_t slGruntTossGrenadeCover[];
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define STROOPER_CLIP_SIZE 10 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define STROOPER_VOL 0.35 // volume of grunt sounds
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#define STROOPER_ATTN ATTN_NORM // attenutation of grunt sentences
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#define STROOPER_LIMP_HEALTH 20
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#define STROOPER_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
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#define STROOPER_NUM_HEADS 2 // how many grunt heads are there?
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#define STROOPER_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
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#define STROOPER_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
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#define STROOPER_SHOCKRIFLE (1 << 0)
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#define STROOPER_HANDGRENADE (1 << 1)
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#define GUN_GROUP 1
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#define GUN_SHOCKFIFLE 0
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#define GUN_NONE 1
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define STROOPER_AE_RELOAD ( 2 )
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#define STROOPER_AE_KICK ( 3 )
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#define STROOPER_AE_BURST1 ( 4 )
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#define STROOPER_AE_BURST2 ( 5 )
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#define STROOPER_AE_BURST3 ( 6 )
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#define STROOPER_AE_GREN_TOSS ( 7 )
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#define STROOPER_AE_GREN_LAUNCH ( 8 )
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#define STROOPER_AE_GREN_DROP ( 9 )
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#define STROOPER_AE_CAUGHT_ENEMY ( 10 ) // shocktrooper established sight with an enemy (player only) that had previously eluded the squad.
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#define STROOPER_AE_DROP_GUN ( 11 ) // shocktrooper (probably dead) is dropping his shockrifle.
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_STROOPER_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
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SCHED_STROOPER_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_STROOPER_COVER_AND_RELOAD,
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SCHED_STROOPER_SWEEP,
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SCHED_STROOPER_FOUND_ENEMY,
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SCHED_STROOPER_REPEL,
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SCHED_STROOPER_REPEL_ATTACK,
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SCHED_STROOPER_REPEL_LAND,
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SCHED_STROOPER_WAIT_FACE_ENEMY,
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SCHED_STROOPER_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_STROOPER_ELOF_FAIL,
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_STROOPER_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
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TASK_STROOPER_SPEAK_SENTENCE,
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TASK_STROOPER_CHECK_FIRE,
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};
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//=========================================================
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// shocktrooper
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//=========================================================
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class CStrooper : 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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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void SetActivity(Activity NewActivity);
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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 GibMonster(void);
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int Save(CSave &save);
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int Restore(CRestore &restore);
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Schedule_t *GetSchedule(void);
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Schedule_t *GetScheduleOfType(int Type);
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static TYPEDESCRIPTION m_SaveData[];
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BOOL m_fRightClaw;
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static const char *pGruntSentences[];
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};
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LINK_ENTITY_TO_CLASS(monster_shocktrooper, CStrooper);
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TYPEDESCRIPTION CStrooper::m_SaveData[] =
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{
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DEFINE_FIELD(CStrooper, m_fRightClaw, FIELD_BOOLEAN),
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};
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IMPLEMENT_SAVERESTORE(CStrooper, CHGrunt);
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const char *CStrooper::pGruntSentences[] =
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{
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"ST_GREN", // grenade scared grunt
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"ST_ALERT", // sees player
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"ST_MONST", // sees monster
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"ST_COVER", // running to cover
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"ST_THROW", // about to throw grenade
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"ST_CHARGE", // running out to get the enemy
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"ST_TAUNT", // say rude things
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};
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enum
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{
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STROOPER_SENT_NONE = -1,
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STROOPER_SENT_GREN = 0,
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STROOPER_SENT_ALERT,
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STROOPER_SENT_MONSTER,
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STROOPER_SENT_COVER,
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STROOPER_SENT_THROW,
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STROOPER_SENT_CHARGE,
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STROOPER_SENT_TAUNT,
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} STROOPER_SENTENCE_TYPES;
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//=========================================================
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// GibMonster - make gun fly through the air.
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//=========================================================
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void CStrooper::GibMonster(void)
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if (GetBodygroup(1) != 1)
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{// throw a shockroach if the shock trooper has one
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GetAttachment(0, vecGunPos, vecGunAngles);
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CBaseEntity* pRoach = DropItem("monster_shockroach", vecGunPos, vecGunAngles);
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if (pRoach)
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{
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pRoach->pev->owner = edict();
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if (m_hEnemy)
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pRoach->pev->angles = (pev->origin - m_hEnemy->pev->origin).Normalize();
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// Remove any pitch.
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pRoach->pev->angles.x = 0;
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}
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}
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CBaseMonster::GibMonster();
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}
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void CStrooper::IdleSound(void)
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{
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if (FOkToSpeak() && (g_fStrooperQuestion || RANDOM_LONG(0, 1)))
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{
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if (!g_fStrooperQuestion)
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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: // check in
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SENTENCEG_PlayRndSz(ENT(pev), "ST_CHECK", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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g_fStrooperQuestion = 1;
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break;
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case 1: // question
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SENTENCEG_PlayRndSz(ENT(pev), "ST_QUEST", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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g_fStrooperQuestion = 2;
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break;
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case 2: // statement
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SENTENCEG_PlayRndSz(ENT(pev), "ST_IDLE", STROOPER_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_fStrooperQuestion)
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{
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case 1: // check in
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SENTENCEG_PlayRndSz(ENT(pev), "ST_CLEAR", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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case 2: // question
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SENTENCEG_PlayRndSz(ENT(pev), "ST_ANSWER", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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}
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g_fStrooperQuestion = 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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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CStrooper::Classify(void)
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{
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return CLASS_ALIEN_MILITARY;
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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 CStrooper::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 STROOPER_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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Vector vecDropAngles = vecGunAngles;
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if (m_hEnemy)
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vecDropAngles = (m_hEnemy->pev->origin - pev->origin).Normalize();
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// Remove any pitch.
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vecDropAngles.x = 0;
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// now spawn a shockroach.
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CBaseEntity* pRoach = DropItem("monster_shockroach", vecGunPos, vecDropAngles);
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if (pRoach)
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{
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pRoach->pev->owner = edict();
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if (m_hEnemy)
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pRoach->pev->angles = (pev->origin - m_hEnemy->pev->origin).Normalize();
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// Remove any pitch.
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pRoach->pev->angles.x = 0;
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}
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}
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break;
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case STROOPER_AE_RELOAD:
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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 STROOPER_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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CSporeGrenade::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 STROOPER_AE_GREN_LAUNCH:
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case STROOPER_AE_GREN_DROP:
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break;
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case STROOPER_AE_BURST1:
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{
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//Shoot();
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Vector vecGunPos;
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Vector vecGunAngles;
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GetAttachment(0, vecGunPos, vecGunAngles);
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if (m_hEnemy)
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{
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vecGunAngles = (m_hEnemy->EyePosition() - pev->origin).Normalize();
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}
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CBaseEntity *pShock = CBaseEntity::Create("shock", vecGunPos, vecGunAngles, edict());
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pShock->pev->velocity = vecGunAngles * 900;
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// Play fire sound.
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/shock_fire.wav", 1, ATTN_NORM);
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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 STROOPER_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->punchangle.z = (m_fRightClaw) ? -10 : 10;
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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.strooperDmgKick, DMG_CLUB);
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}
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m_fRightClaw = !m_fRightClaw;
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}
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break;
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case STROOPER_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), "ST_ALERT", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
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JustSpoke();
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}
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}
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default:
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CHGrunt::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 CStrooper::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/strooper.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.strooperHealth;
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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 = STROOPER_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 = STROOPER_SHOCKRIFLE | STROOPER_HANDGRENADE;
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}
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m_cClipSize = SHOCKRIFLE_MAX_CLIP;
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m_cAmmoLoaded = m_cClipSize;
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m_fRightClaw = FALSE;
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CTalkMonster::g_talkWaitTime = 0;
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MonsterInit();
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}
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//=========================================================
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||
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// Precache - precaches all resources this monster needs
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//=========================================================
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||
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void CStrooper::Precache()
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||
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{
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PRECACHE_MODEL("models/strooper.mdl");
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|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_die1.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_die2.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_die3.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_die4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_pain1.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_pain2.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_pain3.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_pain4.wav");
|
||
|
PRECACHE_SOUND("shocktrooper/shock_trooper_pain5.wav");
|
||
|
|
||
|
PRECACHE_SOUND("weapons/shock_fire.wav");
|
||
|
|
||
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
|
||
|
UTIL_PrecacheOther("monster_shockroach");
|
||
|
|
||
|
// get voice pitch
|
||
|
if (RANDOM_LONG(0, 1))
|
||
|
m_voicePitch = 109 + RANDOM_LONG(0, 7);
|
||
|
else
|
||
|
m_voicePitch = 100;
|
||
|
|
||
|
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// PainSound
|
||
|
//=========================================================
|
||
|
void CStrooper::PainSound(void)
|
||
|
{
|
||
|
if (gpGlobals->time > m_flNextPainTime)
|
||
|
{
|
||
|
#if 0
|
||
|
if (RANDOM_LONG(0, 99) < 5)
|
||
|
{
|
||
|
// pain sentences are rare
|
||
|
if (FOkToSpeak())
|
||
|
{
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
|
||
|
JustSpoke();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
switch (RANDOM_LONG(0, 4))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain1.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain2.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
case 2:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain3.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
case 3:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain4.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
case 4:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain5.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m_flNextPainTime = gpGlobals->time + 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DeathSound
|
||
|
//=========================================================
|
||
|
void CStrooper::DeathSound(void)
|
||
|
{
|
||
|
switch (RANDOM_LONG(0, 3))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die1.wav", 1, ATTN_IDLE);
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die2.wav", 1, ATTN_IDLE);
|
||
|
break;
|
||
|
case 2:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die3.wav", 1, ATTN_IDLE);
|
||
|
break;
|
||
|
case 3:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die4.wav", 1, ATTN_IDLE);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// SetActivity
|
||
|
//=========================================================
|
||
|
void CStrooper::SetActivity(Activity NewActivity)
|
||
|
{
|
||
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
||
|
void *pmodel = GET_MODEL_PTR(ENT(pev));
|
||
|
|
||
|
switch (NewActivity)
|
||
|
{
|
||
|
case ACT_RANGE_ATTACK1:
|
||
|
// shocktrooper is either shooting standing or shooting crouched
|
||
|
if (m_fStanding)
|
||
|
{
|
||
|
// get aimable sequence
|
||
|
iSequence = LookupSequence("standing_mp5");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get crouching shoot
|
||
|
iSequence = LookupSequence("crouching_mp5");
|
||
|
}
|
||
|
break;
|
||
|
case ACT_RANGE_ATTACK2:
|
||
|
// shocktrooper is going to throw a grenade.
|
||
|
|
||
|
// get toss anim
|
||
|
iSequence = LookupSequence("throwgrenade");
|
||
|
break;
|
||
|
|
||
|
case ACT_RUN:
|
||
|
if (pev->health <= STROOPER_LIMP_HEALTH)
|
||
|
{
|
||
|
// limp!
|
||
|
iSequence = LookupActivity(ACT_RUN_HURT);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
}
|
||
|
break;
|
||
|
case ACT_WALK:
|
||
|
if (pev->health <= STROOPER_LIMP_HEALTH)
|
||
|
{
|
||
|
// limp!
|
||
|
iSequence = LookupActivity(ACT_WALK_HURT);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
}
|
||
|
break;
|
||
|
case ACT_IDLE:
|
||
|
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||
|
{
|
||
|
NewActivity = ACT_IDLE_ANGRY;
|
||
|
}
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
break;
|
||
|
default:
|
||
|
iSequence = LookupActivity(NewActivity);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
|
||
|
|
||
|
// Set to the desired anim, or default anim if the desired is not present
|
||
|
if (iSequence > ACTIVITY_NOT_AVAILABLE)
|
||
|
{
|
||
|
if (pev->sequence != iSequence || !m_fSequenceLoops)
|
||
|
{
|
||
|
pev->frame = 0;
|
||
|
}
|
||
|
|
||
|
pev->sequence = iSequence; // Set to the reset anim (if it's there)
|
||
|
ResetSequenceInfo();
|
||
|
SetYawSpeed();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Not available try to get default anim
|
||
|
ALERT(at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity);
|
||
|
pev->sequence = 0; // Set to the reset anim (if it's there)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Get Schedule!
|
||
|
//=========================================================
|
||
|
Schedule_t *CStrooper::GetSchedule(void)
|
||
|
{
|
||
|
|
||
|
// clear old sentence
|
||
|
m_iSentence = STROOPER_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_STROOPER_REPEL_LAND);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// repel down a rope,
|
||
|
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||
|
return GetScheduleOfType(SCHED_STROOPER_REPEL_ATTACK);
|
||
|
else
|
||
|
return GetScheduleOfType(SCHED_STROOPER_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), "ST_GREN", STROOPER_SENTENCE_VOLUME, STROOPER_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 != NULL) && m_hEnemy->IsPlayer())
|
||
|
// player
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "ST_ALERT", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
|
||
|
else if ((m_hEnemy != NULL) &&
|
||
|
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
|
||
|
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
|
||
|
(m_hEnemy->Classify() != CLASS_MACHINE))
|
||
|
// monster
|
||
|
SENTENCEG_PlayRndSz(ENT(pev), "ST_MONST", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
|
||
|
|
||
|
JustSpoke();
|
||
|
}
|
||
|
|
||
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_STROOPER_SUPPRESS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_STROOPER_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_STROOPER_COVER_AND_RELOAD);
|
||
|
}
|
||
|
|
||
|
// damaged just a little
|
||
|
else if (HasConditions(bits_COND_LIGHT_DAMAGE))
|
||
|
{
|
||
|
// if hurt:
|
||
|
// 90% chance of taking cover
|
||
|
// 10% chance of flinch.
|
||
|
int iPercent = RANDOM_LONG(0, 99);
|
||
|
|
||
|
if (iPercent <= 90 && m_hEnemy != NULL)
|
||
|
{
|
||
|
// only try to take cover if we actually have an enemy!
|
||
|
|
||
|
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
||
|
{
|
||
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
|
m_iSentence = STROOPER_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 shoot
|
||
|
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_STROOPER_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), "ST_THROW", STROOPER_SENTENCE_VOLUME, STROOPER_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), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
||
|
m_iSentence = STROOPER_SENT_CHARGE;
|
||
|
//JustSpoke();
|
||
|
}
|
||
|
|
||
|
return GetScheduleOfType(SCHED_STROOPER_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), "ST_TAUNT", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return GetScheduleOfType(SCHED_STANDOFF);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
||
|
{
|
||
|
return GetScheduleOfType(SCHED_STROOPER_ESTABLISH_LINE_OF_FIRE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// no special cases here, call the base class
|
||
|
return CSquadMonster::GetSchedule();
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
Schedule_t* CStrooper::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), "ST_THROW", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
|
||
|
JustSpoke();
|
||
|
}
|
||
|
return slGruntTossGrenadeCover;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slGruntTakeCover[0];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
return &slGruntTakeCover[0];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return &slGruntGrenadeCover[0];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
return CHGrunt::GetScheduleOfType(Type);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|