/***
*
* Copyright ( c ) 1996 - 2001 , Valve LLC . All rights reserved .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
* All Rights Reserved .
*
* Use , distribution , and modification of this source code and / or resulting
* object code is restricted to non - commercial enhancements to products from
* Valve LLC . All other use , distribution , or modification is prohibited
* without written permission from Valve LLC .
*
* * * */
// Based on implementation by Raven City Team, modified by FreeSlave
# include "extdll.h"
# include "util.h"
# include "cbase.h"
# include "monsters.h"
# include "animation.h"
# include "talkmonster.h"
# include "schedule.h"
# include "defaultai.h"
# include "scripted.h"
# include "weapons.h"
# include "soundent.h"
# include "customentity.h"
# include "decals.h"
# include "hgrunt.h"
//=========================================================
//
//=========================================================
# define FGRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
# define FGRUNT_LIMP_HEALTH 20
# define FGRUNT_SENTENCE_VOLUME 0.35
# define FGRUNT_9MMAR ( 1 << 0)
# define FGRUNT_HANDGRENADE ( 1 << 1)
# define FGRUNT_GRENADELAUNCHER ( 1 << 2)
# define FGRUNT_SHOTGUN ( 1 << 3)
# define FGRUNT_M249 ( 1 << 4)
// Torso group for weapons
# define FG_TORSO_GROUP 2
# define FG_TORSO_DEFAULT 0
# define FG_TORSO_M249 1
# define FG_TORSO_FLAT 2
# define FG_TORSO_SHOTGUN 3
// Weapon group
# define FG_GUN_GROUP 3
# define FG_GUN_MP5 0
# define FG_GUN_SHOTGUN 1
# define FG_GUN_SAW 2
# define FG_GUN_NONE 3
# define CALL_MEDIC_DELAY 6 // Wait before calling for medic again.
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_HGRUNT_ALLY_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1 ,
TASK_HGRUNT_ALLY_SPEAK_SENTENCE ,
TASK_HGRUNT_ALLY_CHECK_FIRE ,
TASK_HGRUNT_ALLY_FIND_MEDIC ,
LAST_HGRUNT_ALLY_TASK
} ;
//=========================================================
// monster heads
//=========================================================
// Head group
# define FG_HEAD_GROUP 1
enum
{
FG_HEAD_MASK ,
FG_HEAD_BERET ,
FG_HEAD_SHOTGUN ,
FG_HEAD_SAW ,
FG_HEAD_SAW_BLACK ,
FG_HEAD_MP ,
FG_HEAD_MAJOR ,
FG_HEAD_BERET_BLACK ,
FG_HEAD_COUNT
} ;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
# define HGRUNT_ALLY_AE_RELOAD ( 2 )
# define HGRUNT_ALLY_AE_KICK ( 3 )
# define HGRUNT_ALLY_AE_BURST1 ( 4 )
# define HGRUNT_ALLY_AE_BURST2 ( 5 )
# define HGRUNT_ALLY_AE_BURST3 ( 6 )
# define HGRUNT_ALLY_AE_GREN_TOSS ( 7 )
# define HGRUNT_ALLY_AE_GREN_LAUNCH ( 8 )
# define HGRUNT_ALLY_AE_GREN_DROP ( 9 )
# define HGRUNT_ALLY_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
# define HGRUNT_ALLY_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_HGRUNT_ALLY_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1 ,
SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE , // move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_HGRUNT_ALLY_COVER_AND_RELOAD ,
SCHED_HGRUNT_ALLY_SWEEP ,
SCHED_HGRUNT_ALLY_FOUND_ENEMY ,
SCHED_HGRUNT_ALLY_REPEL ,
SCHED_HGRUNT_ALLY_REPEL_ATTACK ,
SCHED_HGRUNT_ALLY_REPEL_LAND ,
SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY ,
SCHED_HGRUNT_ALLY_TAKECOVER_FAILED , // special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_HGRUNT_ALLY_ELOF_FAIL ,
SCHED_HGRUNT_ALLY_FIND_MEDIC ,
LAST_HGRUNT_ALLY_SCHEDULE ,
} ;
enum
{
SCHED_MEDIC_HEAL = LAST_HGRUNT_ALLY_SCHEDULE ,
} ;
class CHFGrunt : public CTalkMonster
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void SetYawSpeed ( void ) ;
int ISoundMask ( void ) ;
int Classify ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
void CheckAmmo ( void ) ;
void SetActivity ( Activity NewActivity ) ;
void RunTask ( Task_t * pTask ) ;
void StartTask ( Task_t * pTask ) ;
virtual int ObjectCaps ( void ) { return CTalkMonster : : ObjectCaps ( ) | FCAP_IMPULSE_USE ; }
void KeyValue ( KeyValueData * pkvd ) ;
BOOL FCanCheckAttacks ( void ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack2 ( float flDot , float flDist ) ;
BOOL CheckMeleeAttack1 ( float flDot , float flDist ) ;
void DeclineFollowing ( void ) ;
int MaxFollowers ( ) { return 5 ; }
const char * FriendByNumber ( int arrayNumber ) { return m_szFriends [ FriendNumber ( arrayNumber ) ] ; }
int NumberOfFriends ( ) { return ARRAYSIZE ( m_szFriends ) ; }
bool WantsToCallMedic ( ) ;
bool TryCallForMedic ( CBaseEntity * pOther ) ;
void PrescheduleThink ( void ) ;
Vector GetGunPosition ( void ) ;
void Shoot ( void ) ;
void Shotgun ( void ) ;
void M249 ( void ) ;
CBaseEntity * Kick ( void ) ;
// Override these to set behavior
Schedule_t * GetScheduleOfType ( int Type ) ;
Schedule_t * GetSchedule ( void ) ;
Schedule_t * PrioritizedSchedule ( ) ;
MONSTERSTATE GetIdealState ( void ) ;
void AlertSound ( void ) ;
void DeathSound ( void ) ;
void PainSound ( void ) ;
void IdleSound ( void ) ;
void GibMonster ( void ) ;
void SpeakSentence ( void ) ;
void TalkInit ( void ) ;
BOOL FOkToSpeak ( void ) ;
void JustSpoke ( void ) ;
void DropMyItems ( BOOL isGibbed ) ;
void DropMyItem ( const char * entityName , const Vector & vecGunPos , const Vector & vecGunAngles , BOOL isGibbed ) ;
void TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType ) ;
int TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ;
int IRelationship ( CBaseEntity * pTarget ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck ;
float m_flNextPainTime ;
float m_flMedicWaitTime ;
bool m_flLinkToggle ;
Vector m_vecTossVelocity ;
BOOL m_fThrowGrenade ;
BOOL m_fStanding ;
BOOL m_fFirstEncounter ; // only put on the handsign show in the squad's first encounter.
int m_cClipSize ;
int m_iSentence ;
int m_iHead ;
float m_flLastHitByPlayer ;
int m_iPlayerHits ;
int m_iBrassShell ;
int m_iShotgunShell ;
int m_iM249Shell ;
int m_iM249Link ;
static const char * pGruntSentences [ ] ;
static const char * m_szFriends [ 3 ] ;
static int g_fGruntAllyQuestion ;
CUSTOM_SCHEDULES
protected :
void KickImpl ( float kickDamage ) ;
void PrecacheHelper ( ) ;
void SpawnHelper ( const char * model , float health ) ;
const char * SentenceByNumber ( int sentence ) {
return pGruntSentences [ sentence ] ;
}
} ;
LINK_ENTITY_TO_CLASS ( monster_human_grunt_ally , CHFGrunt )
int CHFGrunt : : g_fGruntAllyQuestion = 0 ;
class CMedic : public CHFGrunt
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack2 ( float flDot , float flDist ) ;
void GibMonster ( ) ;
void RunTask ( Task_t * pTask ) ;
void StartTask ( Task_t * pTask ) ;
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
void OnChangeSchedule ( Schedule_t * pNewSchedule ) ;
void StopFollowing ( BOOL clearSchedule ) ;
void SetAnswerQuestion ( CTalkMonster * pSpeaker ) ;
void DropMyItems ( BOOL isGibbed ) ;
void FirePistol ( const char * shotSound , Bullet bullet ) ;
bool Heal ( ) ;
void StartFollowingHealTarget ( CBaseEntity * pTarget ) ;
bool ReadyToHeal ( ) ;
void StopHealing ( ) ;
CBaseEntity * HealTarget ( ) ;
inline bool HasHealTarget ( ) { return HealTarget ( ) ! = 0 ; }
inline bool HasHealCharge ( ) { return m_flHealCharge > = 1 ; }
bool InHealSchedule ( ) ;
bool CheckHealCharge ( ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
CUSTOM_SCHEDULES
float m_flHealCharge ;
BOOL m_fDepleteLine ;
BOOL m_fHealing ;
} ;
TYPEDESCRIPTION CHFGrunt : : m_SaveData [ ] =
{
DEFINE_FIELD ( CHFGrunt , m_flNextGrenadeCheck , FIELD_TIME ) ,
DEFINE_FIELD ( CHFGrunt , m_flNextPainTime , FIELD_TIME ) ,
DEFINE_FIELD ( CHFGrunt , m_vecTossVelocity , FIELD_VECTOR ) ,
DEFINE_FIELD ( CHFGrunt , m_fThrowGrenade , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CHFGrunt , m_fStanding , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CHFGrunt , m_fFirstEncounter , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CHFGrunt , m_cClipSize , FIELD_INTEGER ) ,
DEFINE_FIELD ( CHFGrunt , m_iHead , FIELD_INTEGER ) ,
DEFINE_FIELD ( CHFGrunt , m_flMedicWaitTime , FIELD_TIME ) ,
DEFINE_FIELD ( CHFGrunt , m_flLastHitByPlayer , FIELD_TIME ) ,
DEFINE_FIELD ( CHFGrunt , m_iPlayerHits , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CHFGrunt , CTalkMonster )
const char * CHFGrunt : : m_szFriends [ 3 ] =
{
" monster_human_grunt_ally " ,
" monster_human_torch_ally " ,
" monster_human_medic_ally " ,
} ;
const char * CHFGrunt : : pGruntSentences [ ] =
{
" FG_GREN " , // grenade scared grunt
" FG_ALERT " , // sees player
" FG_MONSTER " , // sees monster
" FG_COVER " , // running to cover
" FG_THROW " , // about to throw grenade
" FG_CHARGE " , // running out to get the enemy
" FG_TAUNT " , // say rude things
} ;
typedef enum
{
FGRUNT_SENT_NONE = - 1 ,
FGRUNT_SENT_GREN = 0 ,
FGRUNT_SENT_ALERT ,
FGRUNT_SENT_MONSTER ,
FGRUNT_SENT_COVER ,
FGRUNT_SENT_THROW ,
FGRUNT_SENT_CHARGE ,
FGRUNT_SENT_TAUNT ,
} FGRUNT_SENTENCE_TYPES ;
//=========================================================
// KeyValue
//
// !!! netname entvar field is used in squadmonster for groupname!!!
//=========================================================
void CHFGrunt : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " head " ) )
{
m_iHead = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
{
CTalkMonster : : KeyValue ( pkvd ) ;
}
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CHFGrunt : : FOkToSpeak ( void )
{
// if someone else is talking, don't speak
if ( gpGlobals - > time < = CTalkMonster : : g_talkWaitTime )
return FALSE ;
// if in the grip of a barnacle, don't speak
if ( m_MonsterState = = MONSTERSTATE_PRONE | | m_IdealMonsterState = = MONSTERSTATE_PRONE )
{
return FALSE ;
}
// if not alive, certainly don't speak
if ( pev - > deadflag ! = DEAD_NO )
{
return FALSE ;
}
if ( pev - > spawnflags & SF_MONSTER_GAG )
{
if ( m_MonsterState ! = MONSTERSTATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE ;
}
}
return TRUE ;
}
//=========================================================
//=========================================================
void CHFGrunt : : JustSpoke ( void )
{
CTalkMonster : : g_talkWaitTime = gpGlobals - > time + RANDOM_FLOAT ( 1.5 , 2.0 ) ;
m_iSentence = FGRUNT_SENT_NONE ;
}
//=========================================================
// IRelationship - overridden because Male Assassins are
// Human Grunt's nemesis.
//=========================================================
int CHFGrunt : : IRelationship ( CBaseEntity * pTarget )
{
if ( FClassnameIs ( pTarget - > pev , " monster_male_assassin " ) )
{
return R_NM ;
}
return CTalkMonster : : IRelationship ( pTarget ) ;
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// FGruntFail
//=========================================================
Task_t tlFGruntFail [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT , ( float ) 2 } ,
{ TASK_WAIT_PVS , ( float ) 0 } ,
} ;
Schedule_t slFGruntFail [ ] =
{
{
tlFGruntFail ,
ARRAYSIZE ( tlFGruntFail ) ,
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 ,
0 ,
" FGrunt Fail "
} ,
} ;
//=========================================================
// FGrunt Combat Fail
//=========================================================
Task_t tlFGruntCombatFail [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT_FACE_ENEMY , ( float ) 2 } ,
{ TASK_WAIT_PVS , ( float ) 0 } ,
} ;
Schedule_t slFGruntCombatFail [ ] =
{
{
tlFGruntCombatFail ,
ARRAYSIZE ( tlFGruntCombatFail ) ,
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" FGrunt Combat Fail "
} ,
} ;
//=========================================================
// Victory dance!
//=========================================================
Task_t tlFGruntVictoryDance [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_FAIL } ,
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_WAIT , 1.5f } ,
{ TASK_GET_PATH_TO_ENEMY_CORPSE , 64.0f } ,
{ TASK_WALK_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_VICTORY_DANCE } ,
} ;
Schedule_t slFGruntVictoryDance [ ] =
{
{
tlFGruntVictoryDance ,
ARRAYSIZE ( tlFGruntVictoryDance ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE ,
0 ,
" FGruntVictoryDance "
} ,
} ;
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlFGruntEstablishLineOfFire [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_HGRUNT_ALLY_ELOF_FAIL } ,
{ TASK_GET_PATH_TO_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
} ;
Schedule_t slFGruntEstablishLineOfFire [ ] =
{
{
tlFGruntEstablishLineOfFire ,
ARRAYSIZE ( tlFGruntEstablishLineOfFire ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" FGruntEstablishLineOfFire "
} ,
} ;
//=========================================================
// FGruntFoundEnemy - FGrunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlFGruntFoundEnemy [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_SIGNAL1 } ,
} ;
Schedule_t slFGruntFoundEnemy [ ] =
{
{
tlFGruntFoundEnemy ,
ARRAYSIZE ( tlFGruntFoundEnemy ) ,
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" FGruntFoundEnemy "
} ,
} ;
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlFGruntCombatFace1 [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_WAIT , ( float ) 1.5 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_HGRUNT_ALLY_SWEEP } ,
} ;
Schedule_t slFGruntCombatFace [ ] =
{
{
tlFGruntCombatFace1 ,
ARRAYSIZE ( tlFGruntCombatFace1 ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" Combat Face "
} ,
} ;
//=========================================================
// Suppressing fire - don't stop shooting until the clip is
// empty or FGrunt gets hurt.
//=========================================================
Task_t tlFGruntSignalSuppress [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_SIGNAL2 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slFGruntSignalSuppress [ ] =
{
{
tlFGruntSignalSuppress ,
ARRAYSIZE ( tlFGruntSignalSuppress ) ,
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" SignalSuppress "
} ,
} ;
Task_t tlFGruntSuppress [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slFGruntSuppress [ ] =
{
{
tlFGruntSuppress ,
ARRAYSIZE ( tlFGruntSuppress ) ,
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" Suppress "
} ,
} ;
//=========================================================
// FGrunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlFGruntWaitInCover [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT_FACE_ENEMY , ( float ) 1 } ,
} ;
Schedule_t slFGruntWaitInCover [ ] =
{
{
tlFGruntWaitInCover ,
ARRAYSIZE ( tlFGruntWaitInCover ) ,
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 ,
bits_SOUND_DANGER ,
" FGruntWaitInCover "
} ,
} ;
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlFGruntTakeCover1 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_HGRUNT_ALLY_TAKECOVER_FAILED } ,
{ TASK_WAIT , ( float ) 0.2 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY } ,
} ;
Schedule_t slFGruntTakeCover [ ] =
{
{
tlFGruntTakeCover1 ,
ARRAYSIZE ( tlFGruntTakeCover1 ) ,
0 ,
0 ,
" TakeCover "
} ,
} ;
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlFGruntGrenadeCover1 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 99 } ,
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY , ( float ) 384 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_SPECIAL_ATTACK1 } ,
{ TASK_CLEAR_MOVE_WAIT , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY } ,
} ;
Schedule_t slFGruntGrenadeCover [ ] =
{
{
tlFGruntGrenadeCover1 ,
ARRAYSIZE ( tlFGruntGrenadeCover1 ) ,
0 ,
0 ,
" GrenadeCover "
} ,
} ;
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlFGruntTossGrenadeCover1 [ ] =
{
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_RANGE_ATTACK2 , ( float ) 0 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_TAKE_COVER_FROM_ENEMY } ,
} ;
Schedule_t slFGruntTossGrenadeCover [ ] =
{
{
tlFGruntTossGrenadeCover1 ,
ARRAYSIZE ( tlFGruntTossGrenadeCover1 ) ,
0 ,
0 ,
" TossGrenadeCover "
} ,
} ;
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlFGruntTakeCoverFromBestSound [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_COWER } , // duck and cover if cannot move from explosion
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_BEST_SOUND , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_TURN_LEFT , ( float ) 179 } ,
} ;
Schedule_t slFGruntTakeCoverFromBestSound [ ] =
{
{
tlFGruntTakeCoverFromBestSound ,
ARRAYSIZE ( tlFGruntTakeCoverFromBestSound ) ,
0 ,
0 ,
" FGruntTakeCoverFromBestSound "
} ,
} ;
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlFGruntHideReload [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_RELOAD } ,
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_RELOAD } ,
} ;
Schedule_t slFGruntHideReload [ ] =
{
{
tlFGruntHideReload ,
ARRAYSIZE ( tlFGruntHideReload ) ,
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_DEAD | // stop running away if enemy is already dead
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" FGruntHideReload "
}
} ;
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlFGruntSweep [ ] =
{
{ TASK_TURN_LEFT , ( float ) 179 } ,
{ TASK_WAIT , ( float ) 1 } ,
{ TASK_TURN_LEFT , ( float ) 179 } ,
{ TASK_WAIT , ( float ) 1 } ,
} ;
Schedule_t slFGruntSweep [ ] =
{
{
tlFGruntSweep ,
ARRAYSIZE ( tlFGruntSweep ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_HEAR_SOUND ,
bits_SOUND_WORLD | // sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER ,
" FGrunt Sweep "
} ,
} ;
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlFGruntRangeAttack1A [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_CROUCH } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slFGruntRangeAttack1A [ ] =
{
{
tlFGruntRangeAttack1A ,
ARRAYSIZE ( tlFGruntRangeAttack1A ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" Range Attack1A "
} ,
} ;
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlFGruntRangeAttack1B [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_IDLE_ANGRY } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slFGruntRangeAttack1B [ ] =
{
{
tlFGruntRangeAttack1B ,
ARRAYSIZE ( tlFGruntRangeAttack1B ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_NOFIRE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" Range Attack1B "
} ,
} ;
//=========================================================
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlFGruntRangeAttack2 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_FACE_TOSS_DIR , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_RANGE_ATTACK2 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY } , // don't run immediately after throwing grenade.
} ;
Schedule_t slFGruntRangeAttack2 [ ] =
{
{
tlFGruntRangeAttack2 ,
ARRAYSIZE ( tlFGruntRangeAttack2 ) ,
0 ,
0 ,
" RangeAttack2 "
} ,
} ;
//=========================================================
// repel
//=========================================================
Task_t tlFGruntRepel [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_GLIDE } ,
} ;
Schedule_t slFGruntRepel [ ] =
{
{
tlFGruntRepel ,
ARRAYSIZE ( tlFGruntRepel ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel "
} ,
} ;
//=========================================================
// repel
//=========================================================
Task_t tlFGruntRepelAttack [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_FLY } ,
} ;
Schedule_t slFGruntRepelAttack [ ] =
{
{
tlFGruntRepelAttack ,
ARRAYSIZE ( tlFGruntRepelAttack ) ,
bits_COND_ENEMY_OCCLUDED ,
0 ,
" Repel Attack "
} ,
} ;
//=========================================================
// repel land
//=========================================================
Task_t tlFGruntRepelLand [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_LAND } ,
{ TASK_GET_PATH_TO_LASTPOSITION , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_CLEAR_LASTPOSITION , ( float ) 0 } ,
} ;
Schedule_t slFGruntRepelLand [ ] =
{
{
tlFGruntRepelLand ,
ARRAYSIZE ( tlFGruntRepelLand ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel Land "
} ,
} ;
//=========================================================
// Find medic. Grunt stops moving and calls the nearest medic,
// if none is around, we don't do much. I don't think I have much
// to put in here, other than to make the grunt stop moving, and
// run the medic calling task, I guess.
//=========================================================
Task_t tlGruntFindMedic [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_HGRUNT_ALLY_FIND_MEDIC , ( float ) 0 } ,
{ TASK_WAIT , ( float ) 2 } ,
} ;
Schedule_t slGruntFindMedic [ ] =
{
{
tlGruntFindMedic ,
ARRAYSIZE ( tlGruntFindMedic ) ,
bits_COND_NEW_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED ,
bits_SOUND_DANGER ,
" Find Medic "
} ,
} ;
Task_t tlGruntFaceTarget [ ] =
{
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_FACE_TARGET , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_TARGET_CHASE } ,
} ;
Schedule_t slGruntFaceTarget [ ] =
{
{
tlGruntFaceTarget ,
ARRAYSIZE ( tlGruntFaceTarget ) ,
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED ,
bits_SOUND_DANGER ,
" FaceTarget "
} ,
} ;
Task_t tlIdleGruntStand [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT , ( float ) 2 } , // repick IDLESTAND every two seconds.
{ TASK_TLK_HEADRESET , ( float ) 0 } , // reset head position
} ;
Schedule_t slIdleGruntStand [ ] =
{
{
tlIdleGruntStand ,
ARRAYSIZE ( tlIdleGruntStand ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED ,
bits_SOUND_COMBAT | // sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT | // scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE ,
" IdleStand "
} ,
} ;
Task_t tlGruntFollow [ ] =
{
{ TASK_MOVE_TO_TARGET_RANGE , ( float ) 128 } , // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE , ( float ) SCHED_TARGET_FACE } ,
} ;
Schedule_t slGruntFollow [ ] =
{
{
tlGruntFollow ,
ARRAYSIZE ( tlGruntFollow ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED ,
bits_SOUND_DANGER ,
" Follow "
} ,
} ;
DEFINE_CUSTOM_SCHEDULES ( CHFGrunt )
{
slFGruntFail ,
slFGruntCombatFail ,
slFGruntVictoryDance ,
slFGruntEstablishLineOfFire ,
slFGruntFoundEnemy ,
slFGruntCombatFace ,
slFGruntSignalSuppress ,
slFGruntSuppress ,
slFGruntWaitInCover ,
slFGruntTakeCover ,
slFGruntGrenadeCover ,
slFGruntTossGrenadeCover ,
slFGruntTakeCoverFromBestSound ,
slFGruntHideReload ,
slFGruntSweep ,
slFGruntRangeAttack1A ,
slFGruntRangeAttack1B ,
slFGruntRangeAttack2 ,
slFGruntRepel ,
slFGruntRepelAttack ,
slFGruntRepelLand ,
slGruntFindMedic ,
slGruntFaceTarget ,
slIdleGruntStand ,
slGruntFollow ,
} ;
IMPLEMENT_CUSTOM_SCHEDULES ( CHFGrunt , CTalkMonster )
void CHFGrunt : : StartTask ( Task_t * pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING ;
switch ( pTask - > iTask )
{
case TASK_HGRUNT_ALLY_CHECK_FIRE :
if ( ! NoFriendlyFire ( ) )
{
SetConditions ( bits_COND_NOFIRE ) ;
}
TaskComplete ( ) ;
break ;
case TASK_HGRUNT_ALLY_SPEAK_SENTENCE :
SpeakSentence ( ) ;
TaskComplete ( ) ;
break ;
case TASK_WALK_PATH :
case TASK_RUN_PATH :
// grunt no longer assumes he is covered if he moves
Forget ( bits_MEMORY_INCOVER ) ;
CTalkMonster : : StartTask ( pTask ) ;
break ;
case TASK_RELOAD :
m_IdealActivity = ACT_RELOAD ;
break ;
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR :
break ;
case TASK_FACE_IDEAL :
case TASK_FACE_ENEMY :
CTalkMonster : : StartTask ( pTask ) ;
if ( pev - > movetype = = MOVETYPE_FLY )
{
m_IdealActivity = ACT_GLIDE ;
}
break ;
case TASK_HGRUNT_ALLY_FIND_MEDIC :
{
// First try looking for a medic in my squad
if ( InSquad ( ) )
{
CSquadMonster * pSquadLeader = MySquadLeader ( ) ;
if ( pSquadLeader )
{
for ( int i = 0 ; i < MAX_SQUAD_MEMBERS ; i + + )
{
CSquadMonster * pMember = pSquadLeader - > MySquadMember ( i ) ;
if ( pMember ! = 0 & & FClassnameIs ( pMember - > pev , " monster_human_medic_ally " ) & & TryCallForMedic ( pMember ) )
{
TaskComplete ( ) ;
break ;
}
}
}
}
// If not, search bsp.
if ( ! TaskIsComplete ( ) )
{
// for each medic in this bsp...
CBaseEntity * pFriend = NULL ;
TraceResult tr ;
Vector vecCheck ;
while ( ( pFriend = UTIL_FindEntityByClassname ( pFriend , " monster_human_medic_ally " ) ) )
{
if ( pFriend = = this | | ! pFriend - > IsAlive ( ) )
// don't talk to self or dead people
continue ;
vecCheck = pFriend - > pev - > origin ;
vecCheck . z = pFriend - > pev - > absmax . z ;
UTIL_TraceLine ( pev - > origin , vecCheck , ignore_monsters , ENT ( pev ) , & tr ) ;
if ( tr . flFraction = = 1.0 )
{
if ( TryCallForMedic ( pFriend ) )
{
TaskComplete ( ) ;
break ;
}
}
}
}
if ( ! TaskIsComplete ( ) )
{
TaskFail ( ) ;
}
m_flMedicWaitTime = CALL_MEDIC_DELAY + gpGlobals - > time ;
}
break ;
default :
CTalkMonster : : StartTask ( pTask ) ;
break ;
}
}
void CHFGrunt : : RunTask ( Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR :
{
// project a point along the toss vector and turn to face that point.
MakeIdealYaw ( pev - > origin + m_vecTossVelocity * 64 ) ;
ChangeYaw ( pev - > yaw_speed ) ;
if ( FacingIdeal ( ) )
{
m_iTaskStatus = TASKSTATUS_COMPLETE ;
}
break ;
}
default :
{
CTalkMonster : : RunTask ( pTask ) ;
break ;
}
}
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CHFGrunt : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( FG_GUN_GROUP ) ! = FG_GUN_NONE )
{ // throw a gun if the grunt has one
DropMyItems ( TRUE ) ;
}
CTalkMonster : : GibMonster ( ) ;
}
void CHFGrunt : : DropMyItem ( const char * entityName , const Vector & vecGunPos , const Vector & vecGunAngles , BOOL isGibbed )
{
CBaseEntity * pGun = DropItem ( entityName , vecGunPos , vecGunAngles ) ;
if ( pGun & & isGibbed ) {
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
void CHFGrunt : : DropMyItems ( BOOL isGibbed )
{
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
if ( ! isGibbed ) {
SetBodygroup ( FG_GUN_GROUP , FG_GUN_NONE ) ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_SHOTGUN ) )
{
DropMyItem ( " weapon_shotgun " , vecGunPos , vecGunAngles , isGibbed ) ;
}
else if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR ) )
{
DropMyItem ( " weapon_9mmAR " , vecGunPos , vecGunAngles , isGibbed ) ;
}
else if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
{
DropMyItem ( " weapon_m249 " , vecGunPos , vecGunAngles , isGibbed ) ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_GRENADELAUNCHER ) )
{
DropMyItem ( " ammo_ARgrenades " , isGibbed ? vecGunPos : BodyTarget ( pev - > origin ) , vecGunAngles , isGibbed ) ;
}
pev - > weapons = 0 ;
}
void CHFGrunt : : SpeakSentence ( void )
{
if ( m_iSentence = = FGRUNT_SENT_NONE )
{
// no sentence cued up.
return ;
}
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , SentenceByNumber ( m_iSentence ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CHFGrunt : : ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER ;
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CHFGrunt : : CheckAmmo ( void )
{
if ( m_cAmmoLoaded < = 0 )
{
SetConditions ( bits_COND_NO_AMMO_LOADED ) ;
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHFGrunt : : Classify ( void )
{
return CLASS_PLAYER_ALLY_MILITARY ;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHFGrunt : : SetYawSpeed ( void )
{
int ys ;
switch ( m_Activity )
{
case ACT_IDLE :
ys = 150 ;
break ;
case ACT_RUN :
ys = 150 ;
break ;
case ACT_WALK :
ys = 180 ;
break ;
case ACT_RANGE_ATTACK1 :
ys = 120 ;
break ;
case ACT_RANGE_ATTACK2 :
ys = 120 ;
break ;
case ACT_MELEE_ATTACK1 :
ys = 120 ;
break ;
case ACT_MELEE_ATTACK2 :
ys = 120 ;
break ;
case ACT_TURN_LEFT :
case ACT_TURN_RIGHT :
ys = 180 ;
break ;
case ACT_GLIDE :
case ACT_FLY :
ys = 30 ;
break ;
default :
ys = 90 ;
break ;
}
pev - > yaw_speed = ys ;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CHFGrunt : : PrescheduleThink ( void )
{
if ( InSquad ( ) & & m_hEnemy ! = 0 )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
MySquadLeader ( ) - > m_flLastEnemySightTime = gpGlobals - > time ;
}
else
{
if ( gpGlobals - > time - MySquadLeader ( ) - > m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
MySquadLeader ( ) - > m_fEnemyEluded = TRUE ;
}
}
}
CTalkMonster : : PrescheduleThink ( ) ;
}
bool CHFGrunt : : WantsToCallMedic ( )
{
return pev - > health < = pev - > max_health * 0.5 & & ( m_flMedicWaitTime < gpGlobals - > time ) ;
}
bool CHFGrunt : : TryCallForMedic ( CBaseEntity * pOther )
{
if ( pOther & & pOther ! = this & & pOther - > pev - > deadflag = = DEAD_NO )
{
CMedic * medic = ( CMedic * ) pOther - > MySquadMonsterPointer ( ) ;
if ( medic ! = 0 & & medic - > ReadyToHeal ( ) )
{
EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/medic.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ;
ALERT ( at_aiconsole , " Injured %s called for %s \n " , STRING ( pev - > classname ) , STRING ( medic - > pev - > classname ) ) ;
medic - > StartFollowingHealTarget ( this ) ;
return true ;
}
}
return false ;
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
BOOL CHFGrunt : : FCanCheckAttacks ( void )
{
if ( ! HasConditions ( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE ;
}
else
{
return FALSE ;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CHFGrunt : : CheckMeleeAttack1 ( float flDot , float flDist )
{
CBaseMonster * pEnemy ;
if ( m_hEnemy ! = 0 )
{
pEnemy = m_hEnemy - > MyMonsterPointer ( ) ;
if ( ! pEnemy )
{
return FALSE ;
}
}
if ( flDist < = 64 & & flDot > = 0.7 & &
pEnemy - > Classify ( ) ! = CLASS_ALIEN_BIOWEAPON & &
pEnemy - > Classify ( ) ! = CLASS_PLAYER_BIOWEAPON )
{
return TRUE ;
}
return FALSE ;
}
//=========================================================
// CheckRangeAttack1 - overridden for HGrunt, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HGrunt can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
BOOL CHFGrunt : : CheckRangeAttack1 ( float flDot , float flDist )
{
if ( ! HasConditions ( bits_COND_ENEMY_OCCLUDED ) & & flDist < = 2048 & & flDot > = 0.5 & & NoFriendlyFire ( ) & & ( GetBodygroup ( 3 ) ! = 3 ) )
{
TraceResult tr ;
if ( ! m_hEnemy - > IsPlayer ( ) & & flDist < = 64 )
{
// kick nonclients, but don't shoot at them.
return FALSE ;
}
Vector vecSrc = GetGunPosition ( ) ;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
if ( tr . flFraction = = 1.0 )
{
return TRUE ;
}
}
return FALSE ;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CHFGrunt : : CheckRangeAttack2 ( float flDot , float flDist )
{
if ( ! FBitSet ( pev - > weapons , ( FGRUNT_HANDGRENADE | FGRUNT_GRENADELAUNCHER ) ) )
{
return FALSE ;
}
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed ! = 0 )
{
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
// assume things haven't changed too much since last time
if ( gpGlobals - > time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade ;
}
if ( ! FBitSet ( m_hEnemy - > pev - > flags , FL_ONGROUND ) & & m_hEnemy - > pev - > waterlevel = = 0 & & m_vecEnemyLKP . z > pev - > absmax . z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
Vector vecTarget ;
if ( FBitSet ( pev - > weapons , FGRUNT_HANDGRENADE ) )
{
// find feet
if ( RANDOM_LONG ( 0 , 1 ) )
{
// magically know where they are
vecTarget = Vector ( m_hEnemy - > pev - > origin . x , m_hEnemy - > pev - > origin . y , m_hEnemy - > pev - > absmin . z ) ;
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP ;
}
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
}
else
{
// find target
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
vecTarget = m_vecEnemyLKP + ( m_hEnemy - > BodyTarget ( pev - > origin ) - m_hEnemy - > pev - > origin ) ;
// estimate position
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
vecTarget = vecTarget + ( ( vecTarget - pev - > origin ) . Length ( ) / gSkillData . fgruntGrenadeSpeed ) * m_hEnemy - > pev - > velocity ;
}
// are any of my allies near the intended grenade impact area?
if ( SquadMemberInRange ( vecTarget , 256 ) )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ; //AJH need this or it is overridden later.
}
if ( ( vecTarget - pev - > origin ) . Length2D ( ) < = 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_HANDGRENADE ) )
{
Vector vecToss = VecCheckToss ( pev , GetGunPosition ( ) , vecTarget , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
}
else
{
Vector vecToss = VecCheckThrow ( pev , GetGunPosition ( ) , vecTarget , gSkillData . fgruntGrenadeSpeed , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 0.3 ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
}
return m_fThrowGrenade ;
}
//=========================================================
//=========================================================
CBaseEntity * CHFGrunt : : Kick ( void )
{
TraceResult tr ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecStart = pev - > origin ;
vecStart . z + = pev - > size . z * 0.5 ;
Vector vecEnd = vecStart + ( gpGlobals - > v_forward * 70 ) ;
UTIL_TraceHull ( vecStart , vecEnd , dont_ignore_monsters , head_hull , ENT ( pev ) , & tr ) ;
if ( tr . pHit )
{
CBaseEntity * pEntity = CBaseEntity : : Instance ( tr . pHit ) ;
if ( pEntity & & IRelationship ( pEntity ) ! = R_AL )
return pEntity ;
}
return NULL ;
}
void CHFGrunt : : KickImpl ( float kickDamage )
{
CBaseEntity * pHurt = Kick ( ) ;
if ( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors ( pev - > angles ) ;
pHurt - > pev - > punchangle . x = 15 ;
pHurt - > pev - > velocity = pHurt - > pev - > velocity + gpGlobals - > v_forward * 100 + gpGlobals - > v_up * 50 ;
pHurt - > TakeDamage ( pev , pev , kickDamage , DMG_CLUB ) ;
}
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CHFGrunt : : GetGunPosition ( )
{
if ( m_fStanding )
{
return pev - > origin + Vector ( 0 , 0 , 60 ) ;
}
else
{
return pev - > origin + Vector ( 0 , 0 , 48 ) ;
}
}
//=========================================================
// Shoot
//=========================================================
void CHFGrunt : : Shoot ( void )
{
if ( m_hEnemy = = 0 )
{
return ;
}
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecShootOrigin - vecShootDir * 24 , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_4DEGREES , 2048 , BULLET_MONSTER_MP5 ) ; // shoot +-5 degrees
pev - > effects | = EF_MUZZLEFLASH ;
//WeaponFlash ( vecShootOrigin );
m_cAmmoLoaded - - ; // take away a bullet!
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// Shoot
//=========================================================
void CHFGrunt : : Shotgun ( void )
{
if ( m_hEnemy = = 0 )
{
return ;
}
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecShootOrigin - vecShootDir * 24 , vecShellVelocity , pev - > angles . y , m_iShotgunShell , TE_BOUNCE_SHOTSHELL ) ;
FireBullets ( gSkillData . fgruntShotgunPellets , vecShootOrigin , vecShootDir , VECTOR_CONE_9DEGREES , 2048 , BULLET_PLAYER_BUCKSHOT , 0 ) ; // shoot +-7.5 degrees
pev - > effects | = EF_MUZZLEFLASH ;
//WeaponFlash ( vecShootOrigin );
m_cAmmoLoaded - - ; // take away a bullet!
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// Shoot
//=========================================================
void CHFGrunt : : M249 ( void )
{
if ( m_hEnemy = = 0 )
{
return ;
}
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/saw_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/saw_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/saw_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
m_flLinkToggle = ! m_flLinkToggle ;
if ( ! m_flLinkToggle )
EjectBrass ( vecShootOrigin - vecShootDir * 24 , vecShellVelocity , pev - > angles . y , m_iM249Shell , TE_BOUNCE_SHELL ) ;
else
EjectBrass ( vecShootOrigin - vecShootDir * 24 , vecShellVelocity , pev - > angles . y , m_iM249Link , TE_BOUNCE_SHELL ) ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_6DEGREES , 2048 , BULLET_MONSTER_556 ) ; // shoot +-5 degrees
pev - > effects | = EF_MUZZLEFLASH ;
//WeaponFlash ( vecShootOrigin );
m_cAmmoLoaded - - ; // take away a bullet!
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHFGrunt : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case HGRUNT_ALLY_AE_DROP_GUN :
{
if ( GetBodygroup ( FG_GUN_GROUP ) ! = FG_GUN_NONE )
DropMyItems ( FALSE ) ;
SetUse ( NULL ) ;
}
break ;
case HGRUNT_ALLY_AE_RELOAD :
if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR | FGRUNT_SHOTGUN ) )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " hgrunt/gr_reload1.wav " , 1 , ATTN_NORM ) ;
}
else if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/saw_reload2.wav " , 1 , ATTN_NORM ) ;
}
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_ALLY_AE_GREN_TOSS :
{
UTIL_MakeVectors ( pev - > angles ) ;
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
CGrenade : : ShootTimed ( pev , GetGunPosition ( ) , m_vecTossVelocity , 3.5 ) ;
m_fThrowGrenade = FALSE ;
m_flNextGrenadeCheck = gpGlobals - > time + 6 ; // wait six seconds before even looking again to see if a grenade can be thrown.
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break ;
case HGRUNT_ALLY_AE_GREN_LAUNCH :
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/glauncher.wav " , 0.8 , ATTN_NORM ) ;
CGrenade : : ShootContact ( pev , GetGunPosition ( ) , m_vecTossVelocity ) ;
m_fThrowGrenade = FALSE ;
if ( g_iSkillLevel = = SKILL_EASY )
m_flNextGrenadeCheck = gpGlobals - > time + RANDOM_FLOAT ( 2 , 5 ) ; // wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals - > time + 6 ; // wait six seconds before even looking again to see if a grenade can be thrown.
}
break ;
case HGRUNT_ALLY_AE_GREN_DROP :
{
UTIL_MakeVectors ( pev - > angles ) ;
CGrenade : : ShootTimed ( pev , pev - > origin + gpGlobals - > v_forward * 17 - gpGlobals - > v_right * 27 + gpGlobals - > v_up * 6 , g_vecZero , 3 ) ;
}
break ;
case HGRUNT_ALLY_AE_BURST1 :
{
if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR ) )
{
Shoot ( ) ;
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if ( RANDOM_LONG ( 0 , 1 ) )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " hgrunt/gr_mgun1.wav " , 1 , ATTN_NORM ) ;
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " hgrunt/gr_mgun2.wav " , 1 , ATTN_NORM ) ;
}
}
else if ( FBitSet ( pev - > weapons , FGRUNT_SHOTGUN ) )
{
Shotgun ( ) ;
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/sbarrel1.wav " , 1 , ATTN_NORM ) ;
}
else
{
M249 ( ) ;
}
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
}
break ;
case HGRUNT_ALLY_AE_BURST2 :
case HGRUNT_ALLY_AE_BURST3 :
if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR ) )
Shoot ( ) ;
else if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
M249 ( ) ;
break ;
case HGRUNT_ALLY_AE_KICK :
{
KickImpl ( gSkillData . fgruntDmgKick ) ;
}
break ;
case HGRUNT_ALLY_AE_CAUGHT_ENEMY :
{
if ( FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , SentenceByNumber ( FGRUNT_SENT_ALERT ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
break ;
}
default :
CTalkMonster : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// Spawn
//=========================================================
void CHFGrunt : : Spawn ( )
{
Precache ( ) ;
SpawnHelper ( " models/hgrunt_opfor.mdl " , gSkillData . fgruntHealth ) ;
if ( m_iHead < = - 2 )
{
// skip major and MP heads
m_iHead = RANDOM_LONG ( 0 , FG_HEAD_SAW_BLACK + 1 ) ;
if ( m_iHead = = FG_HEAD_SAW_BLACK + 1 ) {
m_iHead = FG_HEAD_BERET_BLACK ;
}
}
else if ( m_iHead = = - 1 )
{
if ( FBitSet ( pev - > spawnflags , SF_SQUADMONSTER_LEADER ) )
{
m_iHead = RANDOM_LONG ( 0 , 1 ) ? FG_HEAD_BERET : FG_HEAD_BERET_BLACK ;
}
else if ( FBitSet ( pev - > weapons , FGRUNT_SHOTGUN ) )
{
m_iHead = FG_HEAD_SHOTGUN ;
}
else if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR ) )
{
m_iHead = FG_HEAD_MASK ;
}
else if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
{
m_iHead = RANDOM_LONG ( FG_HEAD_SAW , FG_HEAD_SAW_BLACK ) ;
}
else
m_iHead = FG_HEAD_MASK ;
}
else if ( m_iHead > = FG_HEAD_COUNT )
m_iHead = FG_HEAD_MASK ;
if ( pev - > weapons < = 0 )
{
pev - > weapons = FGRUNT_9MMAR ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_SHOTGUN ) )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_SHOTGUN ) ;
SetBodygroup ( FG_TORSO_GROUP , FG_TORSO_SHOTGUN ) ;
m_cClipSize = 8 ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR ) )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_MP5 ) ;
m_cClipSize = FGRUNT_CLIP_SIZE ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_SAW ) ;
SetBodygroup ( FG_TORSO_GROUP , FG_TORSO_M249 ) ;
m_cClipSize = FGRUNT_CLIP_SIZE ;
}
SetBodygroup ( FG_HEAD_GROUP , m_iHead ) ;
m_cAmmoLoaded = m_cClipSize ;
MonsterInit ( ) ;
SetUse ( & CTalkMonster : : FollowerUse ) ;
}
void CHFGrunt : : SpawnHelper ( const char * model , float health )
{
SET_MODEL ( ENT ( pev ) , model ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
pev - > health = health ;
pev - > view_ofs = Vector ( 0 , 0 , 50 ) ; // position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE ; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_afCapability = bits_CAP_HEAR | bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_fEnemyEluded = FALSE ;
m_fFirstEncounter = TRUE ; // this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
m_flLastHitByPlayer = gpGlobals - > time ;
m_iPlayerHits = 0 ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHFGrunt : : Precache ( )
{
PRECACHE_MODEL ( " models/hgrunt_opfor.mdl " ) ;
PRECACHE_SOUND ( " hgrunt/gr_mgun1.wav " ) ;
PRECACHE_SOUND ( " hgrunt/gr_mgun2.wav " ) ;
PRECACHE_SOUND ( " weapons/saw_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/saw_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/saw_fire3.wav " ) ;
PrecacheHelper ( ) ;
PRECACHE_SOUND ( " hgrunt/gr_reload1.wav " ) ;
PRECACHE_SOUND ( " weapons/saw_reload2.wav " ) ;
PRECACHE_SOUND ( " weapons/glauncher.wav " ) ;
PRECACHE_SOUND ( " weapons/sbarrel1.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
m_iShotgunShell = PRECACHE_MODEL ( " models/shotgunshell.mdl " ) ; // shotgun shell
m_iM249Shell = PRECACHE_MODEL ( " models/saw_shell.mdl " ) ; // saw shell
m_iM249Link = PRECACHE_MODEL ( " models/saw_link.mdl " ) ; // saw link
TalkInit ( ) ;
switch ( m_iHead ) {
case FG_HEAD_SHOTGUN :
case FG_HEAD_SAW_BLACK :
case FG_HEAD_BERET_BLACK :
m_voicePitch = 90 ;
break ;
default :
m_voicePitch = 100 ;
break ;
}
CTalkMonster : : Precache ( ) ;
}
void CHFGrunt : : PrecacheHelper ( )
{
PRECACHE_SOUND ( " fgrunt/gr_pain1.wav " ) ;
PRECACHE_SOUND ( " fgrunt/gr_pain2.wav " ) ;
PRECACHE_SOUND ( " fgrunt/gr_pain3.wav " ) ;
PRECACHE_SOUND ( " fgrunt/gr_pain4.wav " ) ;
PRECACHE_SOUND ( " fgrunt/gr_pain5.wav " ) ;
PRECACHE_SOUND ( " fgrunt/gr_pain6.wav " ) ;
PRECACHE_SOUND ( " fgrunt/death1.wav " ) ;
PRECACHE_SOUND ( " fgrunt/death2.wav " ) ;
PRECACHE_SOUND ( " fgrunt/death3.wav " ) ;
PRECACHE_SOUND ( " fgrunt/death4.wav " ) ;
PRECACHE_SOUND ( " fgrunt/death5.wav " ) ;
PRECACHE_SOUND ( " fgrunt/death6.wav " ) ;
PRECACHE_SOUND ( " fgrunt/medic.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/shell.mdl " ) ; // brass shell
}
// Init talk data
void CHFGrunt : : TalkInit ( )
{
CTalkMonster : : TalkInit ( ) ;
m_szGrp [ TLK_ANSWER ] = " FG_ANSWER " ;
m_szGrp [ TLK_QUESTION ] = " FG_QUESTION " ;
m_szGrp [ TLK_IDLE ] = " FG_IDLE " ;
m_szGrp [ TLK_STARE ] = " FG_STARE " ;
m_szGrp [ TLK_USE ] = " FG_OK " ;
m_szGrp [ TLK_UNUSE ] = " FG_WAIT " ;
//m_szGrp[TLK_DECLINE] = "FG_STOP";
m_szGrp [ TLK_STOP ] = " FG_STOP " ;
/* FG_SCARED in opfor has sentences more suitable for FG_HEAR.
* Disabling for now .
*/
//m_szGrp[TLK_NOSHOOT] = "FG_SCARED";
m_szGrp [ TLK_HELLO ] = " FG_HELLO " ;
m_szGrp [ TLK_PLHURT1 ] = " FG_CURE " ;
m_szGrp [ TLK_PLHURT2 ] = " FG_CURE " ;
m_szGrp [ TLK_PLHURT3 ] = " FG_CURE " ;
m_szGrp [ TLK_SMELL ] = " FG_SMELL " ;
m_szGrp [ TLK_WOUND ] = " FG_WOUND " ;
m_szGrp [ TLK_MORTAL ] = " FG_MORTAL " ;
}
//=========================================================
// PainSound
//=========================================================
void CHFGrunt : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
switch ( RANDOM_LONG ( 0 , 5 ) )
{
case 0 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/gr_pain1.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 1 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/gr_pain2.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 2 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/gr_pain3.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 3 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/gr_pain4.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 4 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/gr_pain5.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 5 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/gr_pain6.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
void CHFGrunt : : AlertSound ( )
{
if ( m_hEnemy ! = 0 & & FOkToSpeak ( ) )
{
SENTENCEG_PlayRndSz ( ENT ( pev ) , " FG_ATTACK " , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHFGrunt : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 5 ) )
{
case 0 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/death1.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 1 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/death2.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 2 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/death3.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 3 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/death4.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 4 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/death5.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
case 5 : EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_VOICE , " fgrunt/death6.wav " , 1 , ATTN_NORM , 0 , GetVoicePitch ( ) ) ; break ;
}
}
void CHFGrunt : : IdleSound ( )
{
if ( FOkToSpeak ( ) & & ( g_fGruntAllyQuestion | | RANDOM_LONG ( 0 , 1 ) ) )
{
const float duration = RANDOM_FLOAT ( 1.5 , 2.5 ) ;
if ( g_fGruntAllyQuestion )
{
switch ( g_fGruntAllyQuestion ) {
case 1 :
PlaySentence ( " FG_CLEAR " , duration , FGRUNT_SENTENCE_VOLUME , ATTN_IDLE ) ;
break ;
case 2 :
PlaySentence ( m_szGrp [ TLK_ANSWER ] , duration , FGRUNT_SENTENCE_VOLUME , ATTN_IDLE ) ;
break ;
default :
break ;
}
g_fGruntAllyQuestion = 0 ;
}
else
{
switch ( RANDOM_LONG ( 0 , 2 ) ) {
case 0 :
PlaySentence ( " FG_CHECK " , duration , FGRUNT_SENTENCE_VOLUME , ATTN_IDLE ) ;
g_fGruntAllyQuestion = 1 ;
break ;
case 1 :
PlaySentence ( m_szGrp [ TLK_QUESTION ] , duration , FGRUNT_SENTENCE_VOLUME , ATTN_IDLE ) ;
g_fGruntAllyQuestion = 2 ;
break ;
case 2 :
PlaySentence ( m_szGrp [ TLK_IDLE ] , duration , FGRUNT_SENTENCE_VOLUME , ATTN_IDLE ) ;
break ;
default :
break ;
}
}
m_iSentence = FGRUNT_SENT_NONE ;
}
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CHFGrunt : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
// reduce damage on vest
if ( ptr - > iHitgroup = = HITGROUP_CHEST | | ptr - > iHitgroup = = HITGROUP_STOMACH )
{
if ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ) )
{
flDamage * = 0.5 ;
}
}
// check for helmet shot
if ( ptr - > iHitgroup = = 11 )
{
// make sure we're wearing one
if ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) )
{
// absorb damage
flDamage - = 20 ;
if ( flDamage < = 0 )
{
UTIL_Ricochet ( ptr - > vecEndPos , 1.0 ) ;
flDamage = 0.01 ;
}
}
// it's head shot anyways
ptr - > iHitgroup = HITGROUP_HEAD ;
}
CTalkMonster : : TraceAttack ( pevAttacker , flDamage , vecDir , ptr , bitsDamageType ) ;
}
//=========================================================
// TakeDamage - overridden for the grunt because the grunt
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CHFGrunt : : TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType )
{
Forget ( bits_MEMORY_INCOVER ) ;
int ret = CTalkMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType ) ;
if ( ! IsAlive ( ) | | pev - > deadflag = = DEAD_DYING )
return ret ;
if ( m_MonsterState ! = MONSTERSTATE_PRONE & & ( pevAttacker - > flags & FL_CLIENT ) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy = = 0 )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( ( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) | | IsFacing ( pevAttacker , pev - > origin ) ) & & gpGlobals - > time - m_flLastHitByPlayer < 4.0 & & m_iPlayerHits > = 3 )
{
// Alright, now I'm pissed!
PlaySentence ( " FG_MAD " , 4 , VOL_NORM , ATTN_NORM ) ;
Remember ( bits_MEMORY_PROVOKED ) ;
StopFollowing ( TRUE ) ;
}
else
{
if ( gpGlobals - > time - m_flLastHitByPlayer > = 4.0 )
m_iPlayerHits = 0 ;
m_iPlayerHits + + ;
m_flLastHitByPlayer = gpGlobals - > time ;
// Hey, be careful with that
PlaySentence ( " FG_SHOT " , 4 , VOL_NORM , ATTN_NORM ) ;
Remember ( bits_MEMORY_SUSPICIOUS ) ;
}
}
else if ( ! ( m_hEnemy - > IsPlayer ( ) ) & & pev - > deadflag = = DEAD_NO )
{
PlaySentence ( " FG_SHOT " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
return ret ;
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t * CHFGrunt : : GetScheduleOfType ( int Type )
{
Schedule_t * psched ;
switch ( Type )
{
// Hook these to make a looping schedule
case SCHED_TARGET_FACE :
// call base class default so that barney will talk
// when 'used'
psched = CTalkMonster : : GetScheduleOfType ( Type ) ;
if ( psched = = slIdleStand )
return slGruntFaceTarget ; // override this for different target face behavior
else
return psched ;
case SCHED_TARGET_CHASE :
return slGruntFollow ;
case SCHED_IDLE_STAND :
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster : : GetScheduleOfType ( Type ) ;
if ( psched = = slIdleStand )
{
// just look straight ahead.
return slIdleGruntStand ;
}
else
return psched ;
case SCHED_TAKE_COVER_FROM_ENEMY :
{
return & slFGruntTakeCover [ 0 ] ;
}
break ;
case SCHED_TAKE_COVER_FROM_BEST_SOUND :
{
return & slFGruntTakeCoverFromBestSound [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_TAKECOVER_FAILED :
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) & & OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
else
{
return GetScheduleOfType ( SCHED_FAIL ) ;
}
}
break ;
case SCHED_HGRUNT_ALLY_ELOF_FAIL :
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
break ;
case SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE :
{
return & slFGruntEstablishLineOfFire [ 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 & slFGruntRangeAttack1B [ 0 ] ;
else
return & slFGruntRangeAttack1A [ 0 ] ;
}
break ;
case SCHED_RANGE_ATTACK2 :
{
return & slFGruntRangeAttack2 [ 0 ] ;
}
break ;
case SCHED_COMBAT_FACE :
{
return & slFGruntCombatFace [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY :
{
return & slFGruntWaitInCover [ 0 ] ;
}
case SCHED_HGRUNT_ALLY_SWEEP :
{
return & slFGruntSweep [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_COVER_AND_RELOAD :
{
return & slFGruntHideReload [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_FOUND_ENEMY :
{
return & slFGruntFoundEnemy [ 0 ] ;
}
break ;
case SCHED_VICTORY_DANCE :
{
if ( InSquad ( ) )
{
if ( ! IsLeader ( ) )
{
return & slFGruntFail [ 0 ] ;
}
}
if ( m_hTalkTarget ! = 0 )
{
return & slFGruntFail [ 0 ] ;
}
return & slFGruntVictoryDance [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_SUPPRESS :
{
if ( m_fFirstEncounter )
{
m_fFirstEncounter = FALSE ; // after first encounter, leader won't issue handsigns anymore when he has a new enemy
return & slFGruntSignalSuppress [ 0 ] ;
}
else
{
return & slFGruntSuppress [ 0 ] ;
}
}
break ;
case SCHED_FAIL :
{
if ( m_hEnemy ! = 0 )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return & slFGruntCombatFail [ 0 ] ;
}
return & slFGruntFail [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_REPEL :
{
if ( pev - > velocity . z > - 128 )
pev - > velocity . z - = 32 ;
return & slFGruntRepel [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_REPEL_ATTACK :
{
if ( pev - > velocity . z > - 128 )
pev - > velocity . z - = 32 ;
return & slFGruntRepelAttack [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_REPEL_LAND :
{
return & slFGruntRepelLand [ 0 ] ;
}
break ;
case SCHED_HGRUNT_ALLY_FIND_MEDIC :
{
return slGruntFindMedic ;
}
break ;
default :
{
return CTalkMonster : : GetScheduleOfType ( Type ) ;
}
}
}
//=========================================================
// SetActivity
//=========================================================
void CHFGrunt : : SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
switch ( NewActivity )
{
case ACT_RANGE_ATTACK1 :
// grunt is either shooting standing or shooting crouched
if ( FBitSet ( pev - > weapons , FGRUNT_SHOTGUN ) )
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing_shotgun " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching_shotgun " ) ;
}
}
else if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing_saw " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching_saw " ) ;
}
}
else
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing_mp5 " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching_mp5 " ) ;
}
}
break ;
case ACT_RANGE_ATTACK2 :
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( pev - > weapons & FGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence ( " throwgrenade " ) ;
}
else if ( pev - > weapons & FGRUNT_GRENADELAUNCHER )
{
// get launch anim
iSequence = LookupSequence ( " launchgrenade " ) ;
}
break ;
case ACT_RUN :
if ( pev - > health < = FGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT ) ;
}
else
{
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_WALK :
if ( pev - > health < = FGRUNT_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)
}
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t * CHFGrunt : : PrioritizedSchedule ( )
{
// 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_HGRUNT_ALLY_REPEL_LAND ) ;
}
else
{
// repel down a rope,
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_ATTACK ) ;
else
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_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 ) , SentenceByNumber ( FGRUNT_SENT_GREN ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ;
}
}
}
return NULL ;
}
Schedule_t * CHFGrunt : : GetSchedule ( void )
{
Schedule_t * prioritizedSchedule = PrioritizedSchedule ( ) ;
if ( prioritizedSchedule )
return prioritizedSchedule ;
if ( HasConditions ( bits_COND_ENEMY_DEAD ) & & FOkToSpeak ( ) )
{
PlaySentence ( " FG_KILL " , 4 , VOL_NORM , ATTN_NORM ) ;
}
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 CTalkMonster : : GetSchedule ( ) ;
}
// new enemy
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
{
if ( InSquad ( ) )
{
MySquadLeader ( ) - > m_fEnemyEluded = FALSE ;
if ( ! IsLeader ( ) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE ) ;
}
}
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 )
{
if ( ( m_hEnemy - > Classify ( ) ! = CLASS_PLAYER_ALLY ) & &
( m_hEnemy - > Classify ( ) ! = CLASS_HUMAN_PASSIVE ) & &
( m_hEnemy - > Classify ( ) ! = CLASS_HUMAN_MILITARY ) & &
( m_hEnemy - > Classify ( ) ! = CLASS_MACHINE ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , SentenceByNumber ( FGRUNT_SENT_MONSTER ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
else
SENTENCEG_PlayRndSz ( ENT ( pev ) , SentenceByNumber ( FGRUNT_SENT_ALERT ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
}
JustSpoke ( ) ;
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_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_HGRUNT_ALLY_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 )
{
if ( FOkToSpeak ( ) )
{
m_iSentence = FGRUNT_SENT_COVER ;
}
// only try to take cover if we actually have an enemy!
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 , FGRUNT_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_HGRUNT_ALLY_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 ) , SentenceByNumber ( FGRUNT_SENT_THROW ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
else if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
if ( FOkToSpeak ( ) )
{
m_iSentence = FGRUNT_SENT_CHARGE ;
}
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_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 ) , SentenceByNumber ( FGRUNT_SENT_TAUNT ) , FGRUNT_SENTENCE_VOLUME , ATTN_NORM , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
}
return GetScheduleOfType ( SCHED_STANDOFF ) ;
}
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE ) ;
}
}
break ;
case MONSTERSTATE_ALERT :
case MONSTERSTATE_IDLE :
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
if ( WantsToCallMedic ( ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_FIND_MEDIC ) ;
}
if ( m_hEnemy = = 0 & & IsFollowing ( ) )
{
if ( ! m_hTargetEnt - > IsAlive ( ) )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing ( FALSE ) ;
break ;
}
else
{
if ( HasConditions ( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType ( SCHED_MOVE_AWAY_FOLLOW ) ;
}
return GetScheduleOfType ( SCHED_TARGET_FACE ) ;
}
}
if ( HasConditions ( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType ( SCHED_MOVE_AWAY ) ;
}
// try to say something about smells
TrySmellTalk ( ) ;
break ;
}
return CTalkMonster : : GetSchedule ( ) ;
}
MONSTERSTATE CHFGrunt : : GetIdealState ( void )
{
return CTalkMonster : : GetIdealState ( ) ;
}
void CHFGrunt : : DeclineFollowing ( void )
{
PlaySentence ( " FG_POK " , 2 , VOL_NORM , ATTN_NORM ) ;
}
//=========================================================
// CHFGruntRepel - when triggered, spawns a
// repelling down a line.
//=========================================================
class CTalkMonsterRepel : public CHGruntRepel
{
public :
void KeyValue ( KeyValueData * pkvd ) ;
void PrepareBeforeSpawn ( CBaseEntity * pEntity ) ;
int Save ( CSave & save ) ;
int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
string_t m_iszUse ;
string_t m_iszUnUse ;
} ;
TYPEDESCRIPTION CTalkMonsterRepel : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTalkMonsterRepel , m_iszUse , FIELD_STRING ) ,
DEFINE_FIELD ( CTalkMonsterRepel , m_iszUnUse , FIELD_STRING ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTalkMonsterRepel , CHGruntRepel )
void CTalkMonsterRepel : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " UseSentence " ) )
{
m_iszUse = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " UnUseSentence " ) )
{
m_iszUnUse = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CHGruntRepel : : KeyValue ( pkvd ) ;
}
void CTalkMonsterRepel : : PrepareBeforeSpawn ( CBaseEntity * pEntity )
{
if ( FBitSet ( pev - > spawnflags , SF_MONSTER_PREDISASTER ) )
{
SetBits ( pEntity - > pev - > spawnflags , SF_MONSTER_PREDISASTER ) ;
}
CTalkMonster * monster = ( CTalkMonster * ) pEntity ;
monster - > m_iszUse = m_iszUse ;
monster - > m_iszUnUse = m_iszUnUse ;
}
class CHFGruntRepel : public CTalkMonsterRepel
{
public :
void KeyValue ( KeyValueData * pkvd ) ;
const char * TrooperName ( ) {
return " monster_human_grunt_ally " ;
}
void PrepareBeforeSpawn ( CBaseEntity * pEntity ) ;
int Save ( CSave & save ) ;
int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
int m_iGruntHead ;
} ;
LINK_ENTITY_TO_CLASS ( monster_grunt_ally_repel , CHFGruntRepel )
TYPEDESCRIPTION CHFGruntRepel : : m_SaveData [ ] =
{
DEFINE_FIELD ( CHFGruntRepel , m_iGruntHead , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CHFGruntRepel , CTalkMonsterRepel )
void CHFGruntRepel : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " head " ) )
{
m_iGruntHead = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CTalkMonsterRepel : : KeyValue ( pkvd ) ;
}
void CHFGruntRepel : : PrepareBeforeSpawn ( CBaseEntity * pEntity )
{
CHFGrunt * grunt = ( CHFGrunt * ) pEntity ;
grunt - > m_iHead = m_iGruntHead ;
CTalkMonsterRepel : : PrepareBeforeSpawn ( pEntity ) ;
}
class CMedicRepel : public CHFGruntRepel
{
public :
const char * TrooperName ( ) {
return " monster_human_medic_ally " ;
}
} ;
LINK_ENTITY_TO_CLASS ( monster_medic_ally_repel , CMedicRepel )
class CTorchRepel : public CTalkMonsterRepel
{
public :
const char * TrooperName ( ) {
return " monster_human_torch_ally " ;
}
} ;
LINK_ENTITY_TO_CLASS ( monster_torch_ally_repel , CTorchRepel )
//=========================================================
// FGrunt Dead PROP
//=========================================================
class CDeadFGrunt : public CBaseMonster
{
public :
void Spawn ( void ) ;
int Classify ( void ) { return CLASS_PLAYER_ALLY ; }
void KeyValue ( KeyValueData * pkvd ) ;
int m_iPose ;
int m_iHead ;
static const char * m_szPoses [ 7 ] ;
} ;
const char * CDeadFGrunt : : m_szPoses [ ] = { " deadstomach " , " deadside " , " deadsitting " , " dead_on_back " , " hgrunt_dead_stomach " , " dead_headcrabed " , " dead_canyon " } ;
void CDeadFGrunt : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " pose " ) )
{
m_iPose = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " head " ) )
{
m_iHead = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseMonster : : KeyValue ( pkvd ) ;
}
LINK_ENTITY_TO_CLASS ( monster_human_grunt_ally_dead , CDeadFGrunt )
//=========================================================
// ********** DeadFGrunt SPAWN **********
//=========================================================
void CDeadFGrunt : : Spawn ( )
{
PRECACHE_MODEL ( " models/hgrunt_opfor.mdl " ) ;
SET_MODEL ( ENT ( pev ) , " models/hgrunt_opfor.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 barney with bad pose \n " ) ;
}
// Corpses have less health
pev - > health = 8 ; //gSkillData.barneyHealth;
if ( pev - > weapons < = 0 )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_NONE ) ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_SHOTGUN ) )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_SHOTGUN ) ;
SetBodygroup ( FG_TORSO_GROUP , FG_TORSO_SHOTGUN ) ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_9MMAR ) )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_MP5 ) ;
}
if ( FBitSet ( pev - > weapons , FGRUNT_M249 ) )
{
SetBodygroup ( FG_GUN_GROUP , FG_GUN_SAW ) ;
SetBodygroup ( FG_TORSO_GROUP , FG_TORSO_M249 ) ;
}
if ( m_iHead < = - 2 )
{
// skip major and MP heads
m_iHead = RANDOM_LONG ( 0 , FG_HEAD_SAW_BLACK + 1 ) ;
if ( m_iHead = = FG_HEAD_SAW_BLACK + 1 ) {
m_iHead = FG_HEAD_BERET_BLACK ;
}
}
else if ( m_iHead < 0 | | m_iHead > = FG_HEAD_COUNT )
m_iHead = 0 ;
SetBodygroup ( FG_HEAD_GROUP , m_iHead ) ;
MonsterInitDead ( ) ;
}
# define TORCH_CLIP_SIZE 7
# define TORCH_EAGLE ( 1 << 0)
# define TORCH_BLOWTORCH ( 1 << 1)
// Weapon group
# define TORCH_GUN_GROUP 2
# define TORCH_GUN_EAGLE 0
# define TORCH_GUN_TORCH 1
# define TORCH_GUN_NONE 2
// Torch specific animation events
# define TORCH_AE_SHOWGUN ( 17)
# define TORCH_AE_SHOWTORCH ( 18)
# define TORCH_AE_HIDETORCH ( 19)
# define TORCH_AE_ONGAS ( 20)
# define TORCH_AE_OFFGAS ( 21)
class CTorch : public CHFGrunt
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack2 ( float flDot , float flDist ) ;
void GibMonster ( ) ;
void TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType ) ;
void PrescheduleThink ( ) ;
void DropMyItems ( BOOL isGibbed ) ;
void MakeGas ( void ) ;
void UpdateGas ( void ) ;
void KillGas ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
CBeam * m_pBeam ;
} ;
LINK_ENTITY_TO_CLASS ( monster_human_torch_ally , CTorch )
TYPEDESCRIPTION CTorch : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTorch , m_pBeam , FIELD_CLASSPTR ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTorch , CHFGrunt )
void CTorch : : Spawn ( )
{
Precache ( ) ;
SpawnHelper ( " models/hgrunt_torch.mdl " , gSkillData . torchHealth ) ;
if ( ! pev - > weapons )
pev - > weapons = TORCH_EAGLE ;
if ( FBitSet ( pev - > weapons , TORCH_EAGLE ) )
{
pev - > body = TORCH_GUN_EAGLE ;
}
if ( FBitSet ( pev - > weapons , TORCH_BLOWTORCH ) )
{
pev - > body = TORCH_GUN_TORCH ;
}
m_cClipSize = TORCH_CLIP_SIZE ;
m_cAmmoLoaded = m_cClipSize ;
m_pBeam = NULL ;
MonsterInit ( ) ;
SetUse ( & CTalkMonster : : FollowerUse ) ;
}
void CTorch : : Precache ( )
{
PRECACHE_MODEL ( " models/hgrunt_torch.mdl " ) ;
PRECACHE_SOUND ( " weapons/desert_eagle_fire.wav " ) ;
PRECACHE_SOUND ( " weapons/desert_eagle_reload.wav " ) ;
PrecacheHelper ( ) ;
TalkInit ( ) ;
m_voicePitch = 95 ;
CTalkMonster : : Precache ( ) ;
}
void CTorch : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
switch ( pEvent - > event )
{
case TORCH_AE_SHOWTORCH :
pev - > body = 1 ;
break ;
case TORCH_AE_SHOWGUN :
if ( FBitSet ( pev - > weapons , TORCH_EAGLE ) )
pev - > body = 0 ;
else
pev - > body = 1 ;
break ;
case TORCH_AE_HIDETORCH :
pev - > body = 2 ;
break ;
case TORCH_AE_ONGAS :
MakeGas ( ) ;
UpdateGas ( ) ;
break ;
case TORCH_AE_OFFGAS :
KillGas ( ) ;
break ;
case HGRUNT_ALLY_AE_DROP_GUN :
if ( FBitSet ( pev - > weapons , TORCH_EAGLE ) & & pev - > body ! = TORCH_GUN_NONE )
{
DropMyItems ( FALSE ) ;
}
break ;
case HGRUNT_ALLY_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/desert_eagle_reload.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_ALLY_AE_BURST1 :
{
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
pev - > effects = EF_MUZZLEFLASH ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_2DEGREES , 1024 , BULLET_MONSTER_357 ) ;
int pitchShift = RANDOM_LONG ( 0 , 20 ) ;
// Only shift about half the time
if ( pitchShift > 10 )
pitchShift = 0 ;
else
pitchShift - = 5 ;
EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_WEAPON , " weapons/desert_eagle_fire.wav " , 1 , ATTN_NORM , 0 , 100 + pitchShift ) ;
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
m_cAmmoLoaded - - ; // take away a bullet!
}
break ;
case HGRUNT_ALLY_AE_BURST2 :
case HGRUNT_ALLY_AE_BURST3 :
break ;
case HGRUNT_ALLY_AE_KICK :
{
KickImpl ( gSkillData . torchDmgKick ) ;
}
break ;
default :
CHFGrunt : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
BOOL CTorch : : CheckRangeAttack1 ( float flDot , float flDist )
{
return FBitSet ( pev - > weapons , TORCH_EAGLE ) & & CHFGrunt : : CheckRangeAttack1 ( flDot , flDist ) ;
}
BOOL CTorch : : CheckRangeAttack2 ( float flDot , float flDist )
{
return FALSE ;
}
void CTorch : : GibMonster ( )
{
if ( FBitSet ( pev - > weapons , TORCH_EAGLE ) & & pev - > body ! = TORCH_GUN_NONE )
{ // throw a gun if the grunt has one
DropMyItems ( TRUE ) ;
}
CTalkMonster : : GibMonster ( ) ;
}
void CTorch : : DropMyItems ( BOOL isGibbed )
{
if ( ! isGibbed ) {
pev - > body = TORCH_GUN_NONE ;
}
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
DropMyItem ( " weapon_eagle " , vecGunPos , vecGunAngles , isGibbed ) ;
}
void CTorch : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
// check for gas tank
if ( ptr - > iHitgroup = = 8 )
{
if ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) )
{
bitsDamageType = ( DMG_ALWAYSGIB | DMG_BLAST ) ;
flDamage = pev - > health + 1 ;
UTIL_Ricochet ( ptr - > vecEndPos , 1.0 ) ;
MESSAGE_BEGIN ( MSG_PAS , SVC_TEMPENTITY , pev - > origin ) ;
WRITE_BYTE ( TE_EXPLOSION ) ; // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD ( ptr - > vecEndPos . x ) ; // Send to PAS because of the sound
WRITE_COORD ( ptr - > vecEndPos . y ) ;
WRITE_COORD ( ptr - > vecEndPos . z ) ;
WRITE_SHORT ( g_sModelIndexFireball ) ;
WRITE_BYTE ( 15 ) ; // scale * 10
WRITE_BYTE ( 15 ) ; // framerate
WRITE_BYTE ( TE_EXPLFLAG_NONE ) ;
MESSAGE_END ( ) ;
: : RadiusDamage ( pev - > origin , pev , pev , Q_min ( pev - > max_health , 75 ) , 125 , CLASS_NONE , DMG_BLAST ) ;
Create ( " spark_shower " , pev - > origin , ptr - > vecPlaneNormal , NULL ) ;
}
}
CHFGrunt : : TraceAttack ( pevAttacker , flDamage , vecDir , ptr , bitsDamageType ) ;
}
void CTorch : : PrescheduleThink ( )
{
if ( m_pBeam )
{
UpdateGas ( ) ;
}
CHFGrunt : : PrescheduleThink ( ) ;
}
//=========================================================
// AUTOGENE
//=========================================================
void CTorch : : UpdateGas ( void )
{
TraceResult tr ;
Vector posGun , angleGun ;
if ( m_pBeam )
{
UTIL_MakeVectors ( pev - > angles ) ;
GetAttachment ( 2 , posGun , angleGun ) ;
Vector vecEnd = ( gpGlobals - > v_forward * 5 ) + posGun ;
UTIL_TraceLine ( posGun , vecEnd , dont_ignore_monsters , edict ( ) , & tr ) ;
if ( tr . flFraction ! = 1.0 )
{
m_pBeam - > DoSparks ( tr . vecEndPos , posGun ) ;
UTIL_DecalTrace ( & tr , DECAL_BIGSHOT1 + RANDOM_LONG ( 0 , 4 ) ) ;
MESSAGE_BEGIN ( MSG_PVS , SVC_TEMPENTITY , tr . vecEndPos ) ;
WRITE_BYTE ( TE_STREAK_SPLASH ) ;
WRITE_COORD ( tr . vecEndPos . x ) ; // origin
WRITE_COORD ( tr . vecEndPos . y ) ;
WRITE_COORD ( tr . vecEndPos . z ) ;
WRITE_COORD ( tr . vecPlaneNormal . x ) ; // direction
WRITE_COORD ( tr . vecPlaneNormal . y ) ;
WRITE_COORD ( tr . vecPlaneNormal . z ) ;
WRITE_BYTE ( 10 ) ; // Streak color 6
WRITE_SHORT ( 60 ) ; // count
WRITE_SHORT ( 25 ) ;
WRITE_SHORT ( 50 ) ; // Random velocity modifier
MESSAGE_END ( ) ;
}
MESSAGE_BEGIN ( MSG_BROADCAST , SVC_TEMPENTITY ) ;
WRITE_BYTE ( TE_DLIGHT ) ;
WRITE_COORD ( posGun . x ) ; // origin
WRITE_COORD ( posGun . y ) ;
WRITE_COORD ( posGun . z ) ;
WRITE_BYTE ( RANDOM_LONG ( 4 , 16 ) ) ; // radius
WRITE_BYTE ( 251 ) ; // R
WRITE_BYTE ( 68 ) ; // G
WRITE_BYTE ( 36 ) ; // B
WRITE_BYTE ( 1 ) ; // life * 10
WRITE_BYTE ( 0 ) ; // decay
MESSAGE_END ( ) ;
MESSAGE_BEGIN ( MSG_BROADCAST , SVC_TEMPENTITY ) ;
WRITE_BYTE ( TE_ELIGHT ) ;
WRITE_SHORT ( entindex ( ) + 0x1000 * 3 ) ; // entity, attachment
WRITE_COORD ( posGun . x ) ; // origin
WRITE_COORD ( posGun . y ) ;
WRITE_COORD ( posGun . z ) ;
WRITE_COORD ( RANDOM_LONG ( 8 , 12 ) ) ; // radius
WRITE_BYTE ( 251 ) ; // R
WRITE_BYTE ( 68 ) ; // G
WRITE_BYTE ( 36 ) ; // B
WRITE_BYTE ( 1 ) ; // life * 10
WRITE_COORD ( 0 ) ; // decay
MESSAGE_END ( ) ;
}
}
void CTorch : : MakeGas ( void )
{
Vector posGun , angleGun ;
TraceResult tr ;
Vector vecEndPos ;
UTIL_MakeVectors ( pev - > angles ) ;
m_pBeam = CBeam : : BeamCreate ( g_pModelNameLaser , 7 ) ;
if ( m_pBeam )
{
GetAttachment ( 4 , posGun , angleGun ) ;
GetAttachment ( 3 , posGun , angleGun ) ;
UTIL_Sparks ( posGun ) ;
Vector vecEnd = ( gpGlobals - > v_forward * 5 ) + posGun ;
UTIL_TraceLine ( posGun , vecEnd , dont_ignore_monsters , edict ( ) , & tr ) ;
m_pBeam - > EntsInit ( entindex ( ) , entindex ( ) ) ;
m_pBeam - > SetColor ( 24 , 121 , 239 ) ;
m_pBeam - > SetBrightness ( 190 ) ;
m_pBeam - > SetScrollRate ( 20 ) ;
m_pBeam - > SetStartAttachment ( 4 ) ;
m_pBeam - > SetEndAttachment ( 3 ) ;
m_pBeam - > DoSparks ( tr . vecEndPos , posGun ) ;
m_pBeam - > SetFlags ( BEAM_FSHADEIN ) ;
m_pBeam - > pev - > spawnflags = SF_BEAM_SPARKSTART | SF_BEAM_TEMPORARY ;
UTIL_Sparks ( tr . vecEndPos ) ;
}
return ;
}
void CTorch : : KillGas ( void )
{
if ( m_pBeam )
{
UTIL_Remove ( m_pBeam ) ;
m_pBeam = NULL ;
}
return ;
}
# define MEDIC_CLIP_SIZE 17
# define MEDIC_CLIP_SIZE_EAGLE 7
# define MEDIC_EAGLE 1 << 0
# define MEDIC_HANDGUN 1 << 1
# define MEDIC_NEEDLE 1 << 2
// Weapon group
# define MEDIC_GUN_GROUP 3
# define MEDIC_GUN_EAGLE 0
# define MEDIC_GUN_PISTOL 1
# define MEDIC_GUN_NEEDLE 2
# define MEDIC_GUN_NONE 3
// Head group
# define MEDIC_HEAD_GROUP 2
enum {
MEDIC_HEAD_WHITE ,
MEDIC_HEAD_BLACK ,
MEDIC_HEAD_COUNT
} ;
//=========================================================
// Medic specific animation events
//=========================================================
# define MEDIC_AE_HIDEGUN ( 15)
# define MEDIC_AE_SHOWNEEDLE ( 16)
# define MEDIC_AE_HIDENEEDLE ( 17)
# define MEDIC_AE_SHOWGUN ( 18)
enum
{
TASK_MEDIC_SAY_HEAL = LAST_HGRUNT_ALLY_TASK + 1 ,
TASK_MEDIC_HEAL ,
} ;
Task_t tlMedicHeal [ ] =
{
{ TASK_MOVE_TO_TARGET_RANGE , ( float ) 50 } , // Move within 50 of target ent (client)
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_MEDIC_SAY_HEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_TARGET , ( float ) ACT_ARM } , // Whip out the needle
{ TASK_MEDIC_HEAL , ( float ) 0 } , // Put it in the player
{ TASK_PLAY_SEQUENCE_FACE_TARGET , ( float ) ACT_DISARM } , // Put away the needle
} ;
Schedule_t slMedicHeal [ ] =
{
{
tlMedicHeal ,
ARRAYSIZE ( tlMedicHeal ) ,
0 , // Don't interrupt or he'll end up running around with a needle all the time
0 ,
" Heal "
} ,
} ;
Task_t tlMedicDrawGun [ ] =
{
{ TASK_PLAY_SEQUENCE , ( float ) ACT_DISARM } , // Put away the needle
} ;
Schedule_t slMedicDrawGun [ ] =
{
{
tlMedicDrawGun ,
ARRAYSIZE ( tlMedicDrawGun ) ,
0 , // Don't interrupt or he'll end up running around with a needle all the time
0 ,
" DrawGun "
} ,
} ;
LINK_ENTITY_TO_CLASS ( monster_human_medic_ally , CMedic )
TYPEDESCRIPTION CMedic : : m_SaveData [ ] =
{
DEFINE_FIELD ( CMedic , m_flHealCharge , FIELD_FLOAT ) ,
DEFINE_FIELD ( CMedic , m_fDepleteLine , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CMedic , m_fHealing , FIELD_BOOLEAN ) ,
} ;
IMPLEMENT_SAVERESTORE ( CMedic , CHFGrunt )
DEFINE_CUSTOM_SCHEDULES ( CMedic )
{
slMedicHeal ,
slMedicDrawGun ,
} ;
IMPLEMENT_CUSTOM_SCHEDULES ( CMedic , CHFGrunt )
bool CMedic : : Heal ( void )
{
if ( ! HasHealCharge ( ) | | ! HasHealTarget ( ) )
return false ;
CBaseEntity * pTargetEnt = m_hTargetEnt ;
Vector target = pTargetEnt - > pev - > origin - pev - > origin ;
if ( target . Length ( ) > 100 )
return false ;
const float maxHeal = Q_min ( 10 , m_flHealCharge ) ;
const float diff = pTargetEnt - > pev - > max_health - pTargetEnt - > pev - > health ;
const int healAmount = static_cast < int > ( Q_min ( maxHeal , diff ) ) ; // cast to avoid player having non-integer hp
pTargetEnt - > TakeHealth ( healAmount , DMG_GENERIC ) ;
m_flHealCharge - = healAmount ;
ALERT ( at_aiconsole , " Medic grunt heal charge left: %f \n " , m_flHealCharge ) ;
m_fHealing = TRUE ;
return true ;
}
void CMedic : : StartTask ( Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_MEDIC_HEAL :
m_IdealActivity = ACT_MELEE_ATTACK2 ;
if ( Heal ( ) )
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " fgrunt/medic_give_shot.wav " , 1 , ATTN_NORM ) ;
break ;
case TASK_MEDIC_SAY_HEAL :
m_hTalkTarget = m_hTargetEnt ;
PlaySentence ( " MG_HEAL " , 2 , VOL_NORM , ATTN_IDLE ) ;
TaskComplete ( ) ;
break ;
default :
CHFGrunt : : StartTask ( pTask ) ;
break ;
}
}
void CMedic : : RunTask ( Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_MEDIC_HEAL :
if ( m_fSequenceFinished )
{
if ( HasHealTarget ( ) & & CheckHealCharge ( ) ) {
m_IdealActivity = ACT_MELEE_ATTACK2 ;
ALERT ( at_aiconsole , " Medic continuing healing \n " ) ;
Heal ( ) ;
} else {
TaskComplete ( ) ;
StopHealing ( ) ;
}
}
else
{
if ( TargetDistance ( ) > 90 ) {
TaskComplete ( ) ;
StopHealing ( ) ;
}
if ( m_hTargetEnt ! = 0 )
{
pev - > ideal_yaw = UTIL_VecToYaw ( m_hTargetEnt - > pev - > origin - pev - > origin ) ;
ChangeYaw ( pev - > yaw_speed ) ;
}
}
break ;
default :
CHFGrunt : : RunTask ( pTask ) ;
break ;
}
}
void CMedic : : OnChangeSchedule ( Schedule_t * pNewSchedule )
{
if ( m_fHealing ) {
StopHealing ( ) ;
}
CHFGrunt : : OnChangeSchedule ( pNewSchedule ) ;
}
Schedule_t * CMedic : : GetSchedule ( )
{
Schedule_t * prioritizedSchedule = PrioritizedSchedule ( ) ;
if ( prioritizedSchedule )
return prioritizedSchedule ;
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE | MEDIC_HANDGUN ) & &
( GetBodygroup ( MEDIC_GUN_GROUP ) = = MEDIC_GUN_NEEDLE | | GetBodygroup ( MEDIC_GUN_GROUP ) = = MEDIC_GUN_NONE ) ) {
return slMedicDrawGun ;
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE :
case MONSTERSTATE_ALERT :
if ( m_hEnemy = = 0 )
{
if ( m_hTargetEnt ! = 0 & & m_hTargetEnt - > IsPlayer ( ) )
{
if ( TargetDistance ( ) < = 128 )
{
if ( CheckHealCharge ( ) & & m_hTargetEnt - > pev - > health < = m_hTargetEnt - > pev - > max_health * 0.75 ) {
ALERT ( at_aiconsole , " Medic is going to heal a player \n " ) ;
return GetScheduleOfType ( SCHED_MEDIC_HEAL ) ;
}
}
}
// was called by other ally
else if ( HasHealCharge ( ) & & HasHealTarget ( ) ) {
return GetScheduleOfType ( SCHED_MEDIC_HEAL ) ;
}
}
}
return CHFGrunt : : GetSchedule ( ) ;
}
Schedule_t * CMedic : : GetScheduleOfType ( int Type )
{
switch ( Type ) {
case SCHED_MEDIC_HEAL :
return slMedicHeal ;
default :
return CHFGrunt : : GetScheduleOfType ( Type ) ;
}
}
void CMedic : : StopFollowing ( BOOL clearSchedule )
{
if ( InHealSchedule ( ) & & ( m_hTargetEnt ! = 0 & & ! m_hTargetEnt - > IsPlayer ( ) ) )
clearSchedule = FALSE ;
CHFGrunt : : StopFollowing ( clearSchedule ) ;
}
void CMedic : : SetAnswerQuestion ( CTalkMonster * pSpeaker )
{
if ( ! m_fHealing ) {
CTalkMonster : : SetAnswerQuestion ( pSpeaker ) ;
}
}
void CMedic : : Spawn ( )
{
Precache ( ) ;
SpawnHelper ( " models/hgrunt_medic.mdl " , gSkillData . medicHealth ) ;
if ( ! pev - > weapons )
{
pev - > weapons | = MEDIC_EAGLE ; // some medics on existing maps don't have a weapon selected
}
m_cClipSize = MEDIC_CLIP_SIZE_EAGLE ;
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE ) )
{
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_EAGLE ) ;
}
else if ( FBitSet ( pev - > weapons , MEDIC_HANDGUN ) )
{
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_PISTOL ) ;
m_cClipSize = MEDIC_CLIP_SIZE ;
}
else if ( FBitSet ( pev - > weapons , MEDIC_NEEDLE ) )
{
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_NEEDLE ) ;
}
m_cAmmoLoaded = m_cClipSize ;
if ( m_iHead < 0 | | m_iHead > = MEDIC_HEAD_COUNT ) {
m_iHead = RANDOM_LONG ( MEDIC_HEAD_WHITE , MEDIC_HEAD_BLACK ) ;
}
SetBodygroup ( MEDIC_HEAD_GROUP , m_iHead ) ;
m_flHealCharge = gSkillData . medicHeal ;
MonsterInit ( ) ;
SetUse ( & CTalkMonster : : FollowerUse ) ;
}
void CMedic : : Precache ( )
{
PRECACHE_MODEL ( " models/hgrunt_medic.mdl " ) ;
PRECACHE_SOUND ( " weapons/desert_eagle_fire.wav " ) ;
PRECACHE_SOUND ( " weapons/desert_eagle_reload.wav " ) ;
PRECACHE_SOUND ( " weapons/pl_gun3.wav " ) ;
PRECACHE_SOUND ( " fgrunt/medic_give_shot.wav " ) ;
PRECACHE_SOUND ( " fgrunt/medical.wav " ) ;
PrecacheHelper ( ) ;
TalkInit ( ) ;
if ( m_iHead = = MEDIC_HEAD_BLACK )
m_voicePitch = 95 ;
else
m_voicePitch = 105 ;
CTalkMonster : : Precache ( ) ;
}
void CMedic : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
switch ( pEvent - > event )
{
case MEDIC_AE_SHOWNEEDLE :
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_NEEDLE ) ;
break ;
case MEDIC_AE_SHOWGUN :
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE ) )
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_EAGLE ) ;
else if ( FBitSet ( pev - > weapons , MEDIC_HANDGUN ) )
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_PISTOL ) ;
else
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_NEEDLE ) ;
break ;
case MEDIC_AE_HIDENEEDLE :
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_NONE ) ;
break ;
case MEDIC_AE_HIDEGUN :
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_NONE ) ;
break ;
case HGRUNT_ALLY_AE_DROP_GUN :
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE | MEDIC_HANDGUN ) & & GetBodygroup ( MEDIC_GUN_GROUP ) ! = MEDIC_GUN_NONE )
{
DropMyItems ( FALSE ) ;
}
break ;
case HGRUNT_ALLY_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/desert_eagle_reload.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case HGRUNT_ALLY_AE_BURST1 :
{
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE ) ) {
FirePistol ( " weapons/desert_eagle_fire.wav " , BULLET_MONSTER_357 ) ;
} else if ( FBitSet ( pev - > weapons , MEDIC_HANDGUN ) ) {
FirePistol ( " weapons/pl_gun3.wav " , BULLET_MONSTER_9MM ) ;
}
}
break ;
case HGRUNT_ALLY_AE_BURST2 :
case HGRUNT_ALLY_AE_BURST3 :
break ;
case HGRUNT_ALLY_AE_KICK :
{
KickImpl ( gSkillData . medicDmgKick ) ;
}
break ;
default :
CHFGrunt : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
BOOL CMedic : : CheckRangeAttack1 ( float flDot , float flDist )
{
return FBitSet ( pev - > weapons , MEDIC_EAGLE | MEDIC_HANDGUN ) & & CHFGrunt : : CheckRangeAttack1 ( flDot , flDist ) ;
}
BOOL CMedic : : CheckRangeAttack2 ( float flDot , float flDist )
{
return FALSE ;
}
void CMedic : : GibMonster ( )
{
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE | MEDIC_HANDGUN ) & & GetBodygroup ( MEDIC_GUN_GROUP ) ! = MEDIC_GUN_NONE )
{ // throw a gun if the grunt has one
DropMyItems ( TRUE ) ;
}
CTalkMonster : : GibMonster ( ) ;
}
void CMedic : : DropMyItems ( BOOL isGibbed )
{
if ( ! isGibbed ) {
SetBodygroup ( MEDIC_GUN_GROUP , MEDIC_GUN_NONE ) ;
}
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
if ( FBitSet ( pev - > weapons , MEDIC_EAGLE ) )
DropMyItem ( " weapon_eagle " , vecGunPos , vecGunAngles , isGibbed ) ;
else if ( FBitSet ( pev - > weapons , MEDIC_HANDGUN ) ) {
DropMyItem ( " weapon_9mmhandgun " , vecGunPos , vecGunAngles , isGibbed ) ;
}
}
void CMedic : : FirePistol ( const char * shotSound , Bullet bullet )
{
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
pev - > effects = EF_MUZZLEFLASH ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_2DEGREES , 1024 , bullet ) ;
int pitchShift = RANDOM_LONG ( 0 , 20 ) ;
// Only shift about half the time
if ( pitchShift > 10 )
pitchShift = 0 ;
else
pitchShift - = 5 ;
EMIT_SOUND_DYN ( ENT ( pev ) , CHAN_WEAPON , shotSound , 1 , ATTN_NORM , 0 , 100 + pitchShift ) ;
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
m_cAmmoLoaded - - ; // take away a bullet!
}
void CMedic : : StartFollowingHealTarget ( CBaseEntity * pTarget )
{
if ( m_pCine )
m_pCine - > CancelScript ( ) ;
if ( m_hEnemy ! = 0 )
m_IdealMonsterState = MONSTERSTATE_ALERT ;
m_hTargetEnt = pTarget ;
ClearConditions ( bits_COND_CLIENT_PUSH ) ;
ClearSchedule ( ) ;
ALERT ( at_aiconsole , " Medic started to follow injured %s \n " , STRING ( pTarget - > pev - > classname ) ) ;
}
void CMedic : : StopHealing ( )
{
m_fHealing = FALSE ;
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " common/null.wav " , 1 , ATTN_NORM ) ;
if ( m_hTargetEnt ! = 0 & & ! m_hTargetEnt - > IsPlayer ( ) ) {
if ( m_movementGoal & MOVEGOAL_TARGETENT )
RouteClear ( ) ; // Stop him from walking toward the player
m_hTargetEnt = 0 ;
if ( m_hEnemy ! = 0 )
m_IdealMonsterState = MONSTERSTATE_COMBAT ;
}
}
CBaseEntity * CMedic : : HealTarget ( )
{
if ( m_hTargetEnt ! = 0 & & m_hTargetEnt - > IsAlive ( ) & & ( m_hTargetEnt - > pev - > health < m_hTargetEnt - > pev - > max_health ) & &
( ( m_hTargetEnt - > MyMonsterPointer ( ) & & IRelationship ( m_hTargetEnt ) < R_DL ) | | m_hTargetEnt - > IsPlayer ( ) ) ) {
return m_hTargetEnt ;
}
return 0 ;
}
bool CMedic : : CheckHealCharge ( )
{
if ( ! HasHealCharge ( ) )
{
if ( ! m_fDepleteLine )
{
PlaySentence ( " MG_NOTHEAL " , 2 , VOL_NORM , ATTN_IDLE ) ;
m_fDepleteLine = TRUE ;
}
return false ;
}
return true ;
}
bool CMedic : : ReadyToHeal ( )
{
if ( m_MonsterState = = MONSTERSTATE_SCRIPT )
{
if ( ! m_pCine )
return false ;
if ( ! m_pCine - > CanInterrupt ( ) )
return false ;
}
if ( ! IsAlive ( ) )
return false ;
return HasHealCharge ( ) & & ! InHealSchedule ( ) ;
}
bool CMedic : : InHealSchedule ( )
{
return m_pSchedule = = slMedicHeal ;
}