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@ -27,6 +27,7 @@ |
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#include "scripted.h" |
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#include "scripted.h" |
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#include "weapons.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "soundent.h" |
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#include "plane.h" |
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//=========================================================
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//=========================================================
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// Monster's Anim Events Go Here
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// Monster's Anim Events Go Here
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@ -40,6 +41,13 @@ |
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#define BARNEY_BODY_GUNDRAWN 1 |
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#define BARNEY_BODY_GUNDRAWN 1 |
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#define BARNEY_BODY_GUNGONE 2 |
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#define BARNEY_BODY_GUNGONE 2 |
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#define bits_COND_BARNEY_NOFIRE ( bits_COND_SPECIAL1 ) |
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enum |
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{ |
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TASK_BARNEY_CHECK_FIRE = LAST_COMMON_TASK + 1, |
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}; |
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class CBarney : public CTalkMonster |
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class CBarney : public CTalkMonster |
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{ |
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{ |
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public: |
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public: |
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@ -73,6 +81,8 @@ public: |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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BOOL NoFriendlyFire(); |
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virtual int Save( CSave &save ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static TYPEDESCRIPTION m_SaveData[]; |
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@ -201,19 +211,57 @@ Schedule_t slIdleBaStand[] = |
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}, |
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}, |
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}; |
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}; |
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// primary range attack
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Task_t tlBaRangeAttack1[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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{ TASK_BARNEY_CHECK_FIRE, (float)0 }, |
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{ TASK_RANGE_ATTACK1, (float)0 }, |
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}; |
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Schedule_t slBaRangeAttack1[] = |
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{ |
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{ |
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tlBaRangeAttack1, |
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ARRAYSIZE( tlBaRangeAttack1 ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_ENEMY_DEAD | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE | |
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bits_COND_ENEMY_OCCLUDED | |
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bits_COND_NO_AMMO_LOADED | |
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bits_COND_BARNEY_NOFIRE | |
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bits_COND_HEAR_SOUND, |
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bits_SOUND_DANGER, |
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"Range Attack1" |
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}, |
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}; |
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DEFINE_CUSTOM_SCHEDULES( CBarney ) |
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DEFINE_CUSTOM_SCHEDULES( CBarney ) |
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{ |
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{ |
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slBaFollow, |
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slBaFollow, |
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slBarneyEnemyDraw, |
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slBarneyEnemyDraw, |
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slBaFaceTarget, |
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slBaFaceTarget, |
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slIdleBaStand, |
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slIdleBaStand, |
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slBaRangeAttack1, |
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}; |
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}; |
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IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) |
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IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) |
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void CBarney::StartTask( Task_t *pTask ) |
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void CBarney::StartTask( Task_t *pTask ) |
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{ |
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{ |
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CTalkMonster::StartTask( pTask ); |
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switch ( pTask->iTask ) { |
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case TASK_BARNEY_CHECK_FIRE: |
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if( !NoFriendlyFire() ) |
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{ |
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SetConditions( bits_COND_BARNEY_NOFIRE ); |
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} |
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TaskComplete(); |
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break; |
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default: |
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CTalkMonster::StartTask( pTask ); |
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} |
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} |
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} |
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void CBarney::RunTask( Task_t *pTask ) |
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void CBarney::RunTask( Task_t *pTask ) |
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@ -663,6 +711,8 @@ Schedule_t *CBarney::GetScheduleOfType( int Type ) |
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} |
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} |
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else |
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else |
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return psched; |
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return psched; |
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case SCHED_RANGE_ATTACK1: |
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return slBaRangeAttack1; |
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} |
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} |
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return CTalkMonster::GetScheduleOfType( Type ); |
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return CTalkMonster::GetScheduleOfType( Type ); |
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@ -764,6 +814,56 @@ void CBarney::DeclineFollowing( void ) |
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PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); |
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PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); |
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} |
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} |
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BOOL CBarney::NoFriendlyFire() |
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{ |
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if( m_hEnemy != 0 ) |
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{ |
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UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) ); |
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} |
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else |
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{ |
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// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
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return FALSE; |
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} |
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CPlane backPlane; |
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CPlane leftPlane; |
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CPlane rightPlane; |
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Vector vecLeftSide; |
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Vector vecRightSide; |
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Vector v_left; |
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Vector v_dir; |
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v_dir = gpGlobals->v_right * ( pev->size.x * 1.5f ); |
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vecLeftSide = pev->origin - v_dir; |
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vecRightSide = pev->origin + v_dir; |
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v_left = gpGlobals->v_right * -1.0f; |
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leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide ); |
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rightPlane.InitializePlane( v_left, vecRightSide ); |
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backPlane.InitializePlane( gpGlobals->v_forward, pev->origin ); |
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for( int k = 1; k <= gpGlobals->maxClients; k++ ) |
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{ |
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CBaseEntity* pPlayer = UTIL_PlayerByIndex(k); |
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if (pPlayer && pPlayer->IsPlayer() && IRelationship(pPlayer) == R_AL && pPlayer->IsAlive()) |
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{ |
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if( backPlane.PointInFront( pPlayer->pev->origin ) && |
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leftPlane.PointInFront( pPlayer->pev->origin ) && |
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rightPlane.PointInFront( pPlayer->pev->origin ) ) |
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{ |
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//ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
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// player is in the check volume! Don't shoot!
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return FALSE; |
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} |
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} |
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} |
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return TRUE; |
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} |
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//=========================================================
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//=========================================================
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// DEAD BARNEY PROP
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// DEAD BARNEY PROP
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//
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//
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