mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-03 02:24:28 +00:00
Fix gonome (#10)
This commit is contained in:
parent
cd0e28488b
commit
0db87f8f31
@ -24,19 +24,25 @@
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#include "schedule.h"
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#include "player.h"
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#include "bullsquid.h"
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extern int iSquidSpitSprite;
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#include "decals.h"
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#include "animation.h"
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#include "studio.h"
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#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
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#define GONOME_TOLERANCE_MELEE1_RANGE 95
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#define GONOME_TOLERANCE_MELEE2_RANGE 85
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#define GONOME_TOLERANCE_MELEE1_RANGE 85
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#define GONOME_TOLERANCE_MELEE2_RANGE 65
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#define GONOME_TOLERANCE_MELEE1_DOT 0.7
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#define GONOME_TOLERANCE_MELEE2_DOT 0.7
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#define GONOME_MELEE_ATTACK_RADIUS 70
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enum
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{
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TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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@ -50,10 +56,87 @@ extern int iSquidSpitSprite;
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#define GONOME_AE_BITE3 ( 21 )
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#define GONOME_AE_BITE4 ( 22 )
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//=========================================================
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// Gonome's guts projectile
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//=========================================================
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class CGonomeGuts : public CSquidSpit
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{
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public:
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void Spawn(void);
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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void Touch(CBaseEntity *pOther);
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};
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void CGonomeGuts::Spawn()
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING( "gonomeguts" );
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAlpha;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" );
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pev->frame = 0;
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pev->scale = 0.5;
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
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}
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void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
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{
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CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL );
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pSpit->Spawn();
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UTIL_SetOrigin( pSpit->pev, vecStart );
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pSpit->pev->velocity = vecVelocity;
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pSpit->pev->owner = ENT( pevOwner );
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pSpit->SetThink( &CSquidSpit::Animate );
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pSpit->pev->nextthink = gpGlobals->time + 0.1;
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}
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void CGonomeGuts::Touch( CBaseEntity *pOther )
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{
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TraceResult tr;
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int iPitch;
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// splat sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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if( !pOther->pev->takedamage )
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{
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// make a splat on the wall
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
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UTIL_DecalTrace( &tr, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) );
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}
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else
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{
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pOther->TakeDamage( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
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}
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// CGonome
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//=========================================================
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class CGonome : public CBullsquid
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class CGonome : public CBaseMonster
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{
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public:
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@ -61,28 +144,141 @@ public:
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void Precache(void);
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int Classify(void);
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void SetYawSpeed();
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void IdleSound(void);
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void PainSound(void);
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void DeathSound(void);
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void AlertSound(void);
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void AttackSound(void);
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void StartTask(Task_t *pTask);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckMeleeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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void RunAI(void);
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Schedule_t *GetSchedule();
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Schedule_t *GetScheduleOfType( int Type );
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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int IRelationship(CBaseEntity *pTarget);
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int IgnoreConditions(void);
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void SetActivity( Activity NewActivity );
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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static const char* pPainSounds[];
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static const char* pIdleSounds[];
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static const char* pDeathSounds[];
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protected:
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int GonomeLookupActivity( void *pmodel, int activity );
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
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float m_flNextSpitTime;// last time the gonome used the spit attack.
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bool gonnaAttack1;
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};
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome);
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
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const char* CGonome::pPainSounds[] = {
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"gonome/gonome_pain1.wav",
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"gonome/gonome_pain2.wav",
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"gonome/gonome_pain3.wav",
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"gonome/gonome_pain4.wav"
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};
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const char* CGonome::pIdleSounds[] = {
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"gonome/gonome_idle1.wav",
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"gonome/gonome_idle2.wav",
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"gonome/gonome_idle3.wav"
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};
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const char* CGonome::pDeathSounds[] = {
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"gonome/gonome_death2.wav",
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"gonome/gonome_death3.wav",
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"gonome/gonome_death4.wav"
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};
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TYPEDESCRIPTION CGonome::m_SaveData[] =
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{
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DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ),
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DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
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/*
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* Hack to ignore activity weights when choosing melee attack animation
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*/
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int CGonome::GonomeLookupActivity( void *pmodel, int activity )
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{
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studiohdr_t *pstudiohdr;
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pstudiohdr = (studiohdr_t *)pmodel;
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if( !pstudiohdr )
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return 0;
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex );
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int sameActivityNum = 0;
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for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ )
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{
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if( pseqdesc[i].activity == activity )
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{
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sameActivityNum++;
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if (sameActivityNum == 1 && gonnaAttack1) {
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return i;
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} else if (sameActivityNum == 2) {
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return i;
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}
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}
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}
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return ACTIVITY_NOT_AVAILABLE;
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}
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void CGonome::SetActivity( Activity NewActivity )
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{
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if (NewActivity != ACT_MELEE_ATTACK1) {
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CBaseMonster::SetActivity(NewActivity);
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} else {
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ASSERT( NewActivity != 0 );
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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int iSequence = GonomeLookupActivity( pmodel, NewActivity );
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// Set to the desired anim, or default anim if the desired is not present
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if( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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// don't reset frame between walk and run
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if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo();
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SetYawSpeed();
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}
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else
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{
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// Not available try to get default anim
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ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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// In case someone calls this with something other than the ideal activity
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m_IdealActivity = m_Activity;
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}
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CGonome::Classify(void)
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@ -90,24 +286,6 @@ int CGonome::Classify(void)
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// IgnoreConditions
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//=========================================================
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int CGonome::IgnoreConditions(void)
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{
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return CBaseMonster::IgnoreConditions();
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}
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//=========================================================
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// IRelationship - overridden for gonome
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//=========================================================
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int CGonome::IRelationship(CBaseEntity *pTarget)
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{
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return CBaseMonster::IRelationship(pTarget);
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}
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//=========================================================
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// TakeDamage - overridden for gonome so we can keep track
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// of how much time has passed since it was last injured
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@ -117,15 +295,15 @@ int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float f
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float flDist;
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Vector vecApex;
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// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
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// if the gonome is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
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// it will swerve. (whew).
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if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3)
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if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev)
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{
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flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
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if (flDist > GONOME_SPRINT_DIST)
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{
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flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
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flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
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if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
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{
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@ -168,7 +346,7 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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m_flNextSpitTime = gpGlobals->time + 3;
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}
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return TRUE;
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@ -178,94 +356,48 @@ BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
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}
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//=========================================================
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// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the tailwhip attack
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// CheckMeleeAttack1 - gonome is a big guy, so has a longer
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// melee range than most monsters.
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//=========================================================
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BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist)
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{
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#if 1
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if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE &&
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flDot >= GONOME_TOLERANCE_MELEE1_DOT)
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{
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if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE && flDot >= GONOME_TOLERANCE_MELEE2_DOT && RANDOM_LONG(0,1) == 0) {
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gonnaAttack1 = false;
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return TRUE;
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}
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#else
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if (flDist <= 85 && flDot >= 0.7)
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else if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE && flDot >= GONOME_TOLERANCE_MELEE1_DOT)
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{
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gonnaAttack1 = true;
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return TRUE;
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}
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#endif
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the bite attack.
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// this attack will not be performed if the tailwhip attack
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// is valid.
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// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
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//=========================================================
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BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
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{
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#if 1
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if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE &&
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flDot >= GONOME_TOLERANCE_MELEE2_DOT &&
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!HasConditions(bits_COND_CAN_MELEE_ATTACK1))
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{
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return TRUE;
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}
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#else
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if (flDist <= 85 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & bullsquid can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return TRUE;
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}
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#endif
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return FALSE;
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}
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//=========================================================
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// IdleSound
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// IdleSound
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//=========================================================
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#define GONOME_ATTN_IDLE (float)1.5
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void CGonome::IdleSound(void)
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{
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, GONOME_ATTN_IDLE);
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break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, GONOME_ATTN_IDLE);
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break;
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case 2:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, GONOME_ATTN_IDLE);
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break;
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}
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, GONOME_ATTN_IDLE);
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}
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//=========================================================
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// PainSound
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// PainSound
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//=========================================================
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void CGonome::PainSound(void)
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{
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int iPitch = RANDOM_LONG(85, 120);
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switch (RANDOM_LONG(0, 3))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 2:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain3.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 3:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain4.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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}
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const int iPitch = RANDOM_LONG(85, 120);
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, iPitch);
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}
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//=========================================================
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@ -274,23 +406,40 @@ void CGonome::PainSound(void)
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void CGonome::AlertSound(void)
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{
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int iPitch = RANDOM_LONG(140, 160);
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 2:
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, ATTN_NORM, 0, iPitch);
|
||||
break;
|
||||
}
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// SetYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
void CGonome::SetYawSpeed( void )
|
||||
{
|
||||
int ys;
|
||||
|
||||
ys = 0;
|
||||
|
||||
switch ( m_Activity )
|
||||
{
|
||||
case ACT_WALK:
|
||||
ys = 90;
|
||||
break;
|
||||
case ACT_RUN:
|
||||
ys = 90;
|
||||
break;
|
||||
case ACT_IDLE:
|
||||
ys = 90;
|
||||
break;
|
||||
case ACT_RANGE_ATTACK1:
|
||||
ys = 90;
|
||||
break;
|
||||
default:
|
||||
ys = 90;
|
||||
break;
|
||||
}
|
||||
|
||||
pev->yaw_speed = ys;
|
||||
}
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
@ -299,23 +448,19 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
|
||||
{
|
||||
switch (pEvent->event)
|
||||
{
|
||||
|
||||
case 1011:
|
||||
// This may play sound twice
|
||||
//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM);
|
||||
break;
|
||||
case GONOME_AE_THROW:
|
||||
{
|
||||
Vector vecSpitOffset;
|
||||
Vector vecSpitDir;
|
||||
|
||||
UTIL_MakeVectors(pev->angles);
|
||||
|
||||
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
|
||||
// we should be able to read the position of bones at runtime for this info.
|
||||
|
||||
|
||||
Vector vecArmPos, vecArmAng;
|
||||
GetAttachment(0, vecArmPos, vecArmAng);
|
||||
|
||||
//vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23);
|
||||
//vecSpitOffset = (pev->origin + vecSpitOffset);
|
||||
vecSpitOffset = vecArmPos;
|
||||
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
|
||||
|
||||
@ -323,33 +468,13 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
|
||||
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
|
||||
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
|
||||
|
||||
#if 0
|
||||
// do stuff for this event.
|
||||
AttackSound();
|
||||
#endif
|
||||
|
||||
// spew the spittle temporary ents.
|
||||
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpitOffset);
|
||||
WRITE_BYTE(TE_SPRITE_SPRAY);
|
||||
WRITE_COORD(vecSpitOffset.x); // pos
|
||||
WRITE_COORD(vecSpitOffset.y);
|
||||
WRITE_COORD(vecSpitOffset.z);
|
||||
WRITE_COORD(vecSpitDir.x); // dir
|
||||
WRITE_COORD(vecSpitDir.y);
|
||||
WRITE_COORD(vecSpitDir.z);
|
||||
WRITE_SHORT(iSquidSpitSprite); // model
|
||||
WRITE_BYTE(15); // count
|
||||
WRITE_BYTE(210); // speed
|
||||
WRITE_BYTE(25); // noise ( client will divide by 100 )
|
||||
MESSAGE_END();
|
||||
|
||||
CSquidSpit::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
|
||||
CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
|
||||
}
|
||||
break;
|
||||
|
||||
case GONOME_AE_SLASH_LEFT:
|
||||
{
|
||||
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
|
||||
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
|
||||
if (pHurt)
|
||||
{
|
||||
pHurt->pev->punchangle.z = 20;
|
||||
@ -362,7 +487,7 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
|
||||
|
||||
case GONOME_AE_SLASH_RIGHT:
|
||||
{
|
||||
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
|
||||
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
|
||||
if (pHurt)
|
||||
{
|
||||
pHurt->pev->punchangle.z = -20;
|
||||
@ -379,8 +504,6 @@ void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
|
||||
case GONOME_AE_BITE4:
|
||||
{
|
||||
int iPitch;
|
||||
|
||||
// SOUND HERE!
|
||||
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneBite, DMG_SLASH);
|
||||
|
||||
if (pHurt)
|
||||
@ -430,7 +553,6 @@ void CGonome::Spawn()
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
|
||||
m_fCanThreatDisplay = TRUE;
|
||||
m_flNextSpitTime = gpGlobals->time;
|
||||
|
||||
MonsterInit();
|
||||
@ -443,30 +565,18 @@ void CGonome::Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/gonome.mdl");
|
||||
|
||||
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
|
||||
|
||||
iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
|
||||
PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile.
|
||||
|
||||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_death2.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_death3.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_death4.wav");
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_eat.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_idle1.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_idle2.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_idle3.wav");
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_melee1.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_melee2.wav");
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_pain1.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_pain2.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_pain3.wav");
|
||||
PRECACHE_SOUND("gonome/gonome_pain4.wav");
|
||||
PRECACHE_SOUND_ARRAY(pIdleSounds);
|
||||
PRECACHE_SOUND_ARRAY(pPainSounds);
|
||||
PRECACHE_SOUND_ARRAY(pDeathSounds);
|
||||
|
||||
PRECACHE_SOUND("gonome/gonome_run.wav");
|
||||
|
||||
@ -484,25 +594,7 @@ void CGonome::Precache()
|
||||
//=========================================================
|
||||
void CGonome::DeathSound(void)
|
||||
{
|
||||
switch (RANDOM_LONG(0, 2))
|
||||
{
|
||||
case 0:
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death2.wav", 1, ATTN_NORM);
|
||||
break;
|
||||
case 1:
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death3.wav", 1, ATTN_NORM);
|
||||
break;
|
||||
case 2:
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death4.wav", 1, ATTN_NORM);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// AttackSound
|
||||
//=========================================================
|
||||
void CGonome::AttackSound(void)
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
//========================================================
|
||||
@ -522,16 +614,163 @@ void CGonome::RunAI(void)
|
||||
pev->framerate = 1.25;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetSchedule
|
||||
//=========================================================
|
||||
Schedule_t *CGonome::GetSchedule( void )
|
||||
{
|
||||
switch( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_COMBAT:
|
||||
{
|
||||
// dead enemy
|
||||
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CBaseMonster::GetSchedule();
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_WAKE_ANGRY );
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
|
||||
}
|
||||
|
||||
return GetScheduleOfType( SCHED_CHASE_ENEMY );
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return CBaseMonster::GetSchedule();
|
||||
}
|
||||
|
||||
// primary range attack
|
||||
Task_t tlGonomeRangeAttack1[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, 0 },
|
||||
{ TASK_FACE_IDEAL, (float)0 },
|
||||
{ TASK_RANGE_ATTACK1, (float)0 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
};
|
||||
|
||||
Schedule_t slGonomeRangeAttack1[] =
|
||||
{
|
||||
{
|
||||
tlGonomeRangeAttack1,
|
||||
ARRAYSIZE( tlGonomeRangeAttack1 ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_ENEMY_DEAD |
|
||||
bits_COND_HEAVY_DAMAGE |
|
||||
bits_COND_ENEMY_OCCLUDED |
|
||||
bits_COND_NO_AMMO_LOADED,
|
||||
0,
|
||||
"Gonome Range Attack1"
|
||||
},
|
||||
};
|
||||
|
||||
// Chase enemy schedule
|
||||
Task_t tlGonomeChaseEnemy1[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation.
|
||||
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
};
|
||||
|
||||
Schedule_t slGonomeChaseEnemy[] =
|
||||
{
|
||||
{
|
||||
tlGonomeChaseEnemy1,
|
||||
ARRAYSIZE( tlGonomeChaseEnemy1 ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_ENEMY_DEAD |
|
||||
bits_COND_SMELL_FOOD |
|
||||
bits_COND_CAN_RANGE_ATTACK1 |
|
||||
bits_COND_CAN_MELEE_ATTACK1 |
|
||||
bits_COND_CAN_MELEE_ATTACK2 |
|
||||
bits_COND_TASK_FAILED,
|
||||
0,
|
||||
"Gonome Chase Enemy"
|
||||
},
|
||||
};
|
||||
|
||||
// victory dance (eating body)
|
||||
Task_t tlGonomeVictoryDance[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_WAIT, (float)0.1 },
|
||||
{ TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
|
||||
{ TASK_WALK_PATH, (float)0 },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }
|
||||
};
|
||||
|
||||
Schedule_t slGonomeVictoryDance[] =
|
||||
{
|
||||
{
|
||||
tlGonomeVictoryDance,
|
||||
ARRAYSIZE( tlGonomeVictoryDance ),
|
||||
bits_COND_NEW_ENEMY |
|
||||
bits_COND_LIGHT_DAMAGE |
|
||||
bits_COND_HEAVY_DAMAGE,
|
||||
0,
|
||||
"GonomeVictoryDance"
|
||||
},
|
||||
};
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CGonome )
|
||||
{
|
||||
slGonomeRangeAttack1,
|
||||
slGonomeChaseEnemy,
|
||||
slGonomeVictoryDance,
|
||||
};
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster )
|
||||
|
||||
Schedule_t* CGonome::GetScheduleOfType(int Type)
|
||||
{
|
||||
switch ( Type )
|
||||
{
|
||||
case SCHED_RANGE_ATTACK1:
|
||||
return &slGonomeRangeAttack1[0];
|
||||
break;
|
||||
case SCHED_CHASE_ENEMY:
|
||||
return &slGonomeChaseEnemy[0];
|
||||
break;
|
||||
case SCHED_VICTORY_DANCE:
|
||||
return &slGonomeVictoryDance[0];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return CBaseMonster::GetScheduleOfType(Type);
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Start task - selects the correct activity and performs
|
||||
// any necessary calculations to start the next task on the
|
||||
// schedule. OVERRIDDEN for bullsquid because it needs to
|
||||
// know explicitly when the last attempt to chase the enemy
|
||||
// failed, since that impacts its attack choices.
|
||||
// schedule.
|
||||
//=========================================================
|
||||
void CGonome::StartTask(Task_t *pTask)
|
||||
{
|
||||
@ -541,20 +780,30 @@ void CGonome::StartTask(Task_t *pTask)
|
||||
{
|
||||
case TASK_MELEE_ATTACK1:
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
|
||||
if (gonnaAttack1)
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
|
||||
CBaseMonster::StartTask(pTask);
|
||||
}
|
||||
break;
|
||||
|
||||
case TASK_MELEE_ATTACK2:
|
||||
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
|
||||
CBaseMonster::StartTask(pTask);
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) )
|
||||
{
|
||||
TaskComplete();
|
||||
}
|
||||
else
|
||||
{
|
||||
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" );
|
||||
TaskFail();
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
CBullsquid::StartTask(pTask);
|
||||
CBaseMonster::StartTask(pTask);
|
||||
break;
|
||||
|
||||
}
|
||||
@ -567,28 +816,26 @@ class CDeadGonome : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn(void);
|
||||
int Classify(void) { return CLASS_HUMAN_MILITARY; }
|
||||
|
||||
void KeyValue(KeyValueData *pkvd);
|
||||
|
||||
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||||
static char *m_szPoses[3];
|
||||
int Classify(void) { return CLASS_ALIEN_MONSTER; }
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
int m_iPose;
|
||||
static const char *m_szPoses[3];
|
||||
};
|
||||
|
||||
char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
|
||||
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
|
||||
|
||||
void CDeadGonome::KeyValue(KeyValueData *pkvd)
|
||||
void CDeadGonome::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "pose"))
|
||||
if( FStrEq( pkvd->szKeyName, "pose" ) )
|
||||
{
|
||||
m_iPose = atoi(pkvd->szValue);
|
||||
m_iPose = atoi( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseMonster::KeyValue(pkvd);
|
||||
CBaseMonster::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome);
|
||||
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome)
|
||||
|
||||
//=========================================================
|
||||
// ********** DeadGonome SPAWN **********
|
||||
@ -601,20 +848,16 @@ void CDeadGonome::Spawn(void)
|
||||
pev->effects = 0;
|
||||
pev->yaw_speed = 8;
|
||||
pev->sequence = 0;
|
||||
pev->body = 1;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
|
||||
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
|
||||
|
||||
if (pev->sequence == -1)
|
||||
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
||||
if( pev->sequence == -1 )
|
||||
{
|
||||
ALERT(at_console, "Dead Gonome with bad pose\n");
|
||||
pev->sequence = 0;
|
||||
pev->effects = EF_BRIGHTFIELD;
|
||||
ALERT( at_console, "Dead gonome with bad pose\n" );
|
||||
}
|
||||
|
||||
// Corpses have less health
|
||||
pev->health = 8;
|
||||
|
||||
MonsterInitDead();
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user