|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* This source code contains proprietary and confidential information of
|
|
|
|
* Valve LLC and its suppliers. Access to this code is restricted to
|
|
|
|
* persons who have executed a written SDK license with Valve. Any access,
|
|
|
|
* use or distribution of this code by or to any unlicensed person is illegal.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
//=========================================================
|
|
|
|
// Black Ops - Male Assassin
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "plane.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "monsters.h"
|
|
|
|
#include "schedule.h"
|
|
|
|
#include "animation.h"
|
|
|
|
#include "squadmonster.h"
|
|
|
|
#include "weapons.h"
|
|
|
|
#include "talkmonster.h"
|
|
|
|
#include "soundent.h"
|
|
|
|
#include "effects.h"
|
|
|
|
#include "customentity.h"
|
|
|
|
#include "hgrunt.h"
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// monster-specific DEFINE's
|
|
|
|
//=========================================================
|
|
|
|
#define MASSN_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
|
|
|
|
|
|
|
|
// Weapon flags
|
|
|
|
#define MASSN_9MMAR (1 << 0)
|
|
|
|
#define MASSN_HANDGRENADE (1 << 1)
|
|
|
|
#define MASSN_GRENADELAUNCHER (1 << 2)
|
|
|
|
#define MASSN_SNIPERRIFLE (1 << 4)
|
|
|
|
|
|
|
|
// Body groups.
|
|
|
|
#define HEAD_GROUP 1
|
|
|
|
#define GUN_GROUP 2
|
|
|
|
|
|
|
|
// Head values
|
|
|
|
#define HEAD_WHITE 0
|
|
|
|
#define HEAD_BLACK 1
|
|
|
|
#define HEAD_GOGGLES 2
|
|
|
|
|
|
|
|
// Gun values
|
|
|
|
#define GUN_MP5 0
|
|
|
|
#define GUN_SNIPERRIFLE 1
|
|
|
|
#define GUN_NONE 2
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Monster's Anim Events Go Here
|
|
|
|
//=========================================================
|
|
|
|
#define MASSN_AE_KICK ( 3 )
|
|
|
|
#define MASSN_AE_BURST1 ( 4 )
|
|
|
|
#define MASSN_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad.
|
|
|
|
#define MASSN_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5.
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Purpose:
|
|
|
|
//=========================================================
|
|
|
|
class CMassn : public CHGrunt
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
int Classify(void);
|
|
|
|
int IRelationship( CBaseEntity *pTarget );
|
|
|
|
void HandleAnimEvent(MonsterEvent_t *pEvent);
|
|
|
|
void Sniperrifle(void);
|
|
|
|
|
|
|
|
BOOL FOkToSpeak(void);
|
|
|
|
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
|
|
|
|
void DeathSound(void);
|
|
|
|
void PainSound(void);
|
|
|
|
void IdleSound(void);
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn)
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_male_asssassin, CMassn)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Purpose:
|
|
|
|
//=========================================================
|
|
|
|
BOOL CMassn::FOkToSpeak(void)
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Classify - indicates this monster's place in the
|
|
|
|
// relationship table.
|
|
|
|
//=========================================================
|
|
|
|
int CMassn::Classify(void)
|
|
|
|
{
|
|
|
|
return CLASS_HUMAN_MILITARY;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Purpose:
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::IdleSound(void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// IRelationship - overridden because Human Grunts are
|
|
|
|
// BlackOps's nemesis.
|
|
|
|
//=========================================================
|
|
|
|
int CMassn::IRelationship( CBaseEntity *pTarget )
|
|
|
|
{
|
|
|
|
if( FClassnameIs( pTarget->pev, "monster_human_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_apache" ) ) )
|
|
|
|
{
|
|
|
|
return R_NM;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CSquadMonster::IRelationship( pTarget );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Shoot
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::Sniperrifle(void)
|
|
|
|
{
|
|
|
|
if (m_hEnemy == 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
|
|
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
|
|
|
|
|
|
|
|
UTIL_MakeVectors(pev->angles);
|
|
|
|
|
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
|
|
|
EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
|
|
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_1DEGREES, 2048, BULLET_PLAYER_357, 0); // shoot +-7.5 degrees
|
|
|
|
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
|
|
|
|
|
|
Vector angDir = UTIL_VecToAngles(vecShootDir);
|
|
|
|
SetBlending(0, angDir.x);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
|
|
// that occur when tagged animation frames are played.
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|
|
|
{
|
|
|
|
Vector vecShootDir;
|
|
|
|
Vector vecShootOrigin;
|
|
|
|
|
|
|
|
switch (pEvent->event)
|
|
|
|
{
|
|
|
|
case MASSN_AE_DROP_GUN:
|
|
|
|
{
|
|
|
|
Vector vecGunPos;
|
|
|
|
Vector vecGunAngles;
|
|
|
|
|
|
|
|
GetAttachment(0, vecGunPos, vecGunAngles);
|
|
|
|
|
|
|
|
// switch to body group with no gun.
|
|
|
|
SetBodygroup(GUN_GROUP, GUN_NONE);
|
|
|
|
|
|
|
|
// now spawn a gun.
|
|
|
|
if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
|
|
|
|
{
|
|
|
|
DropItem("ammo_m40a1", vecGunPos, vecGunAngles);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER))
|
|
|
|
{
|
|
|
|
DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case MASSN_AE_BURST1:
|
|
|
|
{
|
|
|
|
if (FBitSet(pev->weapons, MASSN_9MMAR))
|
|
|
|
{
|
|
|
|
Shoot();
|
|
|
|
|
|
|
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
|
|
|
if (RANDOM_LONG(0, 1))
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
|
|
|
|
{
|
|
|
|
Sniperrifle();
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
|
|
|
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MASSN_AE_KICK:
|
|
|
|
{
|
|
|
|
CBaseEntity *pHurt = Kick();
|
|
|
|
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
// SOUND HERE!
|
|
|
|
UTIL_MakeVectors(pev->angles);
|
|
|
|
pHurt->pev->punchangle.x = 15;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
|
|
|
|
pHurt->TakeDamage(pev, pev, gSkillData.massnDmgKick, DMG_CLUB);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MASSN_AE_CAUGHT_ENEMY:
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
CHGrunt::HandleAnimEvent(pEvent);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/massn.mdl");
|
|
|
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->health = gSkillData.massnHealth;
|
|
|
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
|
|
|
m_flNextPainTime = gpGlobals->time;
|
|
|
|
m_iSentence = -1;
|
|
|
|
|
|
|
|
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
|
|
|
|
|
|
|
m_fEnemyEluded = FALSE;
|
|
|
|
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
|
|
|
|
|
|
|
m_HackedGunPos = Vector(0, 0, 55);
|
|
|
|
|
|
|
|
if (pev->weapons == 0)
|
|
|
|
{
|
|
|
|
// initialize to original values
|
|
|
|
pev->weapons = MASSN_9MMAR | MASSN_HANDGRENADE;
|
|
|
|
// pev->weapons = HGRUNT_SHOTGUN;
|
|
|
|
// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
|
|
|
|
{
|
|
|
|
SetBodygroup(GUN_GROUP, GUN_SNIPERRIFLE);
|
|
|
|
m_cClipSize = 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_cClipSize = MASSN_CLIP_SIZE;
|
|
|
|
}
|
|
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
|
|
|
|
|
|
if (RANDOM_LONG(0, 99) < 80)
|
|
|
|
pev->skin = 0; // light skin
|
|
|
|
else
|
|
|
|
pev->skin = 1; // dark skin
|
|
|
|
|
|
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
|
|
|
|
|
|
MonsterInit();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Precache - precaches all resources this monster needs
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/massn.mdl");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
|
|
|
|
PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/glauncher.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/sniper_fire.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
|
|
|
|
|
|
|
// get voice pitch
|
|
|
|
if (RANDOM_LONG(0, 1))
|
|
|
|
m_voicePitch = 109 + RANDOM_LONG(0, 7);
|
|
|
|
else
|
|
|
|
m_voicePitch = 100;
|
|
|
|
|
|
|
|
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// PainSound
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::PainSound(void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DeathSound
|
|
|
|
//=========================================================
|
|
|
|
void CMassn::DeathSound(void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CAssassinRepel - when triggered, spawns a monster_male_assassin
|
|
|
|
// repelling down a line.
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
class CAssassinRepel : public CHGruntRepel
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Precache(void);
|
|
|
|
void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_assassin_repel, CAssassinRepel);
|
|
|
|
|
|
|
|
void CAssassinRepel::Precache(void)
|
|
|
|
{
|
|
|
|
UTIL_PrecacheOther("monster_male_assassin");
|
|
|
|
m_iSpriteTexture = PRECACHE_MODEL("sprites/rope.spr");
|
|
|
|
}
|
|
|
|
|
|
|
|
void CAssassinRepel::RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
/*
|
|
|
|
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
|
|
|
|
return NULL;
|
|
|
|
*/
|
|
|
|
|
|
|
|
CBaseEntity *pEntity = Create("monster_male_assassin", pev->origin, pev->angles);
|
|
|
|
CBaseMonster *pGrunt = pEntity->MyMonsterPointer();
|
|
|
|
pGrunt->pev->movetype = MOVETYPE_FLY;
|
|
|
|
pGrunt->pev->velocity = Vector(0, 0, RANDOM_FLOAT(-196, -128));
|
|
|
|
pGrunt->SetActivity(ACT_GLIDE);
|
|
|
|
// UNDONE: position?
|
|
|
|
pGrunt->m_vecLastPosition = tr.vecEndPos;
|
|
|
|
|
|
|
|
CBeam *pBeam = CBeam::BeamCreate("sprites/rope.spr", 10);
|
|
|
|
pBeam->PointEntInit(pev->origin + Vector(0, 0, 112), pGrunt->entindex());
|
|
|
|
pBeam->SetFlags(BEAM_FSOLID);
|
|
|
|
pBeam->SetColor(255, 255, 255);
|
|
|
|
pBeam->SetThink(&CBeam::SUB_Remove);
|
|
|
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5;
|
|
|
|
|
|
|
|
UTIL_Remove(this);
|
|
|
|
}
|