/*** * * Copyright (c) 1996-2002, 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. * ****/ //========================================================= // male assassin //========================================================= //========================================================= // Hit groups! //========================================================= /* 1 - Head 2 - Stomach 3 - Gun */ #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" extern int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers. extern DLL_GLOBAL int g_iSkillLevel; extern Schedule_t slIdleStand[]; extern Schedule_t slGruntFail[]; extern Schedule_t slGruntCombatFail[]; extern Schedule_t slGruntVictoryDance[]; extern Schedule_t slGruntEstablishLineOfFire[]; extern Schedule_t slGruntFoundEnemy[]; extern Schedule_t slGruntCombatFace[]; extern Schedule_t slGruntSignalSuppress[]; extern Schedule_t slGruntSuppress[]; extern Schedule_t slGruntWaitInCover[]; extern Schedule_t slGruntTakeCover[]; extern Schedule_t slGruntGrenadeCover[]; extern Schedule_t slGruntTossGrenadeCover[]; extern Schedule_t slGruntTakeCoverFromBestSound[]; extern Schedule_t slGruntHideReload[]; extern Schedule_t slGruntSweep[]; extern Schedule_t slGruntRangeAttack1A[]; extern Schedule_t slGruntRangeAttack1B[]; extern Schedule_t slGruntRangeAttack2[]; extern Schedule_t slGruntRepel[]; extern Schedule_t slGruntRepelAttack[]; extern Schedule_t slGruntRepelLand[]; class CMassn : public CHGrunt { public: void Spawn(void); void Precache(void); void HandleAnimEvent(MonsterEvent_t *pEvent); void DeathSound(void); void PainSound(void); void IdleSound(void); void SpeakSentence(void); Schedule_t *GetSchedule(void); Schedule_t *GetScheduleOfType(int Type); int IRelationship(CBaseEntity *pTarget); static const char *pGruntSentences[]; }; LINK_ENTITY_TO_CLASS( monster_massn, CMassn ) const char *CMassn::pGruntSentences[] = { "MN_GREN", // grenade scared grunt "MN_ALERT", // sees player "MN_MONSTER", // sees monster "MN_COVER", // running to cover "MN_THROW", // about to throw grenade "MN_CHARGE", // running out to get the enemy "MN_TAUNT", // say rude things }; //========================================================= // Speak Sentence - say your cued up sentence. // // Some grunt sentences (take cover and charge) rely on actually // being able to execute the intended action. It's really lame // when a grunt says 'COVER ME' and then doesn't move. The problem // is that the sentences were played when the decision to TRY // to move to cover was made. Now the sentence is played after // we know for sure that there is a valid path. The schedule // may still fail but in most cases, well after the grunt has // started moving. //========================================================= void CMassn::SpeakSentence( void ) { if( m_iSentence == HGRUNT_SENT_NONE ) { // no sentence cued up. return; } if( FOkToSpeak() ) { SENTENCEG_PlayRndSz( ENT( pev ), pGruntSentences[m_iSentence], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } } //========================================================= // IRelationship - overridden because Alien Grunts are // Human Grunt's nemesis. //========================================================= int CMassn::IRelationship( CBaseEntity *pTarget ) { if( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || FClassnameIs( pTarget->pev, "monster_gargantua" ) || FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) { return R_NM; } return CSquadMonster::IRelationship( pTarget ); } void CMassn::IdleSound( void ) { if( FOkToSpeak() && ( g_fGruntQuestion || RANDOM_LONG( 0, 1 ) ) ) { if( !g_fGruntQuestion ) { // ask question or make statement switch( RANDOM_LONG( 0, 2 ) ) { case 0: // check in SENTENCEG_PlayRndSz( ENT( pev ), "MN_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); g_fGruntQuestion = 1; break; case 1: // question SENTENCEG_PlayRndSz( ENT( pev ), "MN_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); g_fGruntQuestion = 2; break; case 2: // statement SENTENCEG_PlayRndSz( ENT( pev ), "MN_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; } } else { switch( g_fGruntQuestion ) { case 1: // check in SENTENCEG_PlayRndSz( ENT( pev ), "MN_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; case 2: // question SENTENCEG_PlayRndSz( ENT( pev ), "MN_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; } g_fGruntQuestion = 0; } JustSpoke(); } } //========================================================= // 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 HGRUNT_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, HGRUNT_SHOTGUN ) ) { DropItem( "weapon_handgrenade", vecGunPos, vecGunAngles ); } else { DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); } if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) { DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); } } break; case HGRUNT_AE_RELOAD: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_reload1.wav", 1, ATTN_NORM ); m_cAmmoLoaded = m_cClipSize; ClearConditions( bits_COND_NO_AMMO_LOADED ); break; case HGRUNT_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_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_HARD ) 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_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_AE_BURST1: { if( FBitSet( pev->weapons, HGRUNT_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, "massn/gr_mgun1.wav", 1, ATTN_NORM ); } else { EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "massn/gr_mgun2.wav", 1, ATTN_NORM ); } } else { Shotgun(); EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "ambience/rifle1.wav", 1, ATTN_NORM ); } CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); } break; case HGRUNT_AE_BURST2: case HGRUNT_AE_BURST3: Shoot(); break; case HGRUNT_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.hgruntDmgKick, DMG_CLUB ); } } break; case HGRUNT_AE_CAUGHT_ENEMY: { if( FOkToSpeak() ) { SENTENCEG_PlayRndSz( ENT( pev ), "MN_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } } break; default: CSquadMonster::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.hgruntHealth; 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 = HGRUNT_SENT_NONE; 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 = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // pev->weapons = HGRUNT_SHOTGUN; // pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; } if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { SetBodygroup( HEAD_SHOTGUN, GUN_SHOTGUN ); m_cClipSize = 5; } else { m_cClipSize = GRUNT_CLIP_SIZE; } m_cAmmoLoaded = m_cClipSize; /* if( RANDOM_LONG( 0, 99 ) < 80 ) pev->skin = 0; // light skin else pev->skin = 1; // dark skin if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN ); } else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) { SetBodygroup( HEAD_GROUP, HEAD_M203 ); pev->skin = 1; // alway dark skin } */ CTalkMonster::g_talkWaitTime = 0; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CMassn::Precache() { PRECACHE_MODEL( "models/massn.mdl" ); PRECACHE_SOUND( "massn/gr_mgun1.wav" ); PRECACHE_SOUND( "massn/gr_mgun2.wav" ); PRECACHE_SOUND( "massn/gr_die1.wav" ); PRECACHE_SOUND( "massn/gr_die2.wav" ); PRECACHE_SOUND( "massn/gr_die3.wav" ); PRECACHE_SOUND( "massn/gr_pain1.wav" ); PRECACHE_SOUND( "massn/gr_pain2.wav" ); PRECACHE_SOUND( "massn/gr_pain3.wav" ); PRECACHE_SOUND( "massn/gr_pain4.wav" ); PRECACHE_SOUND( "massn/gr_pain5.wav" ); PRECACHE_SOUND( "massn/gr_reload1.wav" ); PRECACHE_SOUND( "weapons/glauncher.wav" ); PRECACHE_SOUND( "ambience/rifle1.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 m_iShotgunShell = PRECACHE_MODEL( "models/shotgunshell.mdl" ); } //========================================================= // PainSound //========================================================= void CMassn::PainSound( void ) { if( gpGlobals->time > m_flNextPainTime ) { #if 0 if( RANDOM_LONG( 0, 99 ) < 5 ) { // pain sentences are rare if( FOkToSpeak() ) { SENTENCEG_PlayRndSz( ENT( pev ), "MN_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM ); JustSpoke(); return; } } #endif switch( RANDOM_LONG( 0, 6 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain3.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain4.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain5.wav", 1, ATTN_NORM ); break; case 3: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain1.wav", 1, ATTN_NORM ); break; case 4: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_pain2.wav", 1, ATTN_NORM ); break; } m_flNextPainTime = gpGlobals->time + 1; } } //========================================================= // DeathSound //========================================================= void CMassn::DeathSound( void ) { switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die1.wav", 1, ATTN_IDLE ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die2.wav", 1, ATTN_IDLE ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "massn/gr_die3.wav", 1, ATTN_IDLE ); break; } } //========================================================= // AI Schedules Specific to this monster //========================================================= //========================================================= // Get Schedule! //========================================================= Schedule_t *CMassn::GetSchedule( void ) { // clear old sentence m_iSentence = HGRUNT_SENT_NONE; // flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. if( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) { if( pev->flags & FL_ONGROUND ) { // just landed pev->movetype = MOVETYPE_STEP; return GetScheduleOfType( SCHED_GRUNT_REPEL_LAND ); } else { // repel down a rope, if( m_MonsterState == MONSTERSTATE_COMBAT ) return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK ); else return GetScheduleOfType( SCHED_GRUNT_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 ), "MN_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } /* if( !HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) ) { MakeIdealYaw( pSound->m_vecOrigin ); } */ } } switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } // new enemy if( HasConditions( bits_COND_NEW_ENEMY ) ) { if( InSquad() ) { MySquadLeader()->m_fEnemyEluded = FALSE; if( !IsLeader() ) { return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } else { //!!!KELLY - the leader of a squad of grunts has just seen the player or a // monster and has made it the squad's enemy. You // can check pev->flags for FL_CLIENT to determine whether this is the player // or a monster. He's going to immediately start // firing, though. If you'd like, we can make an alternate "first sight" // schedule where the leader plays a handsign anim // that gives us enough time to hear a short sentence or spoken command // before he starts pluggin away. if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) { if( ( m_hEnemy != 0 ) && m_hEnemy->IsPlayer() ) // player SENTENCEG_PlayRndSz( ENT( pev ), "MN_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); else if( ( m_hEnemy != 0 ) && ( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) && ( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) && ( m_hEnemy->Classify() != CLASS_MACHINE ) ) // monster SENTENCEG_PlayRndSz( ENT( pev ), "MN_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_GRUNT_SUPPRESS ); } else { return GetScheduleOfType( SCHED_GRUNT_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_GRUNT_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 ) { // only try to take cover if we actually have an enemy! //!!!KELLY - this grunt was hit and is going to run to cover. if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) ) { //SENTENCEG_PlayRndSz( ENT( pev ), "MN_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); m_iSentence = HGRUNT_SENT_COVER; //JustSpoke(); } return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } else { return GetScheduleOfType( SCHED_SMALL_FLINCH ); } } // can kick else if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } // can grenade launch else if( FBitSet( pev->weapons, HGRUNT_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_GRUNT_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 ), "MN_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { //!!!KELLY - grunt cannot see the enemy and has just decided to // charge the enemy's position. if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) { //SENTENCEG_PlayRndSz( ENT( pev ), "MN_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); m_iSentence = HGRUNT_SENT_CHARGE; //JustSpoke(); } return GetScheduleOfType( SCHED_GRUNT_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 ), "MN_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return GetScheduleOfType( SCHED_STANDOFF ); } } if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } break; default: break; } // no special cases here, call the base class return CSquadMonster::GetSchedule(); } //========================================================= //========================================================= Schedule_t *CMassn::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: { if( InSquad() ) { if( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { if( FOkToSpeak() ) { SENTENCEG_PlayRndSz( ENT( pev ), "MN_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return slGruntTossGrenadeCover; } else { return &slGruntTakeCover[0]; } } else { if( RANDOM_LONG( 0, 1 ) ) { return &slGruntTakeCover[0]; } else { return &slGruntGrenadeCover[0]; } } } case SCHED_TAKE_COVER_FROM_BEST_SOUND: { return &slGruntTakeCoverFromBestSound[0]; } case SCHED_GRUNT_TAKECOVER_FAILED: { if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } return GetScheduleOfType( SCHED_FAIL ); } break; case SCHED_GRUNT_ELOF_FAIL: { // human grunt is unable to move to a position that allows him to attack the enemy. return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } break; case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: { return &slGruntEstablishLineOfFire[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 &slGruntRangeAttack1B[0]; else return &slGruntRangeAttack1A[0]; } case SCHED_RANGE_ATTACK2: { return &slGruntRangeAttack2[0]; } case SCHED_COMBAT_FACE: { return &slGruntCombatFace[0]; } case SCHED_GRUNT_WAIT_FACE_ENEMY: { return &slGruntWaitInCover[0]; } case SCHED_GRUNT_SWEEP: { return &slGruntSweep[0]; } case SCHED_GRUNT_COVER_AND_RELOAD: { return &slGruntHideReload[0]; } case SCHED_GRUNT_FOUND_ENEMY: { return &slGruntFoundEnemy[0]; } case SCHED_VICTORY_DANCE: { if( InSquad() ) { if( !IsLeader() ) { return &slGruntFail[0]; } } return &slGruntVictoryDance[0]; } case SCHED_GRUNT_SUPPRESS: { if( m_hEnemy->IsPlayer() && m_fFirstEncounter ) { m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy return &slGruntSignalSuppress[0]; } else { return &slGruntSuppress[0]; } } case SCHED_FAIL: { if( m_hEnemy != 0 ) { // grunt has an enemy, so pick a different default fail schedule most likely to help recover. return &slGruntCombatFail[0]; } return &slGruntFail[0]; } case SCHED_GRUNT_REPEL: { if( pev->velocity.z > -128 ) pev->velocity.z -= 32; return &slGruntRepel[0]; } case SCHED_GRUNT_REPEL_ATTACK: { if( pev->velocity.z > -128 ) pev->velocity.z -= 32; return &slGruntRepelAttack[0]; } case SCHED_GRUNT_REPEL_LAND: { return &slGruntRepelLand[0]; } default: { return CSquadMonster::GetScheduleOfType( Type ); } } } //========================================================= // CMassnRepel - when triggered, spawns a monster_nari_grunt // repelling down a line. //========================================================= class CMassnRepel : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void EXPORT RepelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_iSpriteTexture; // Don't save, precache }; LINK_ENTITY_TO_CLASS( monster_massn_repel, CMassnRepel ) void CMassnRepel::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; SetUse( &CMassnRepel::RepelUse ); } void CMassnRepel::Precache( void ) { UTIL_PrecacheOther( "monster_massn" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); } void CMassnRepel::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_massn", 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( &CBaseEntity::SUB_Remove ); pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pGrunt->pev->velocity.z + 0.5f; UTIL_Remove( this ); } //========================================================= // DEAD Male Assasin PROP //========================================================= class CDeadMassn : 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 const char *m_szPoses[3]; }; const char *CDeadMassn::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; void CDeadMassn::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "pose" ) ) { m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } LINK_ENTITY_TO_CLASS( monster_massn_dead, CDeadMassn ) //========================================================= // ********** DeadMassn SPAWN ********** //========================================================= void CDeadMassn::Spawn( void ) { PRECACHE_MODEL( "models/massn.mdl" ); SET_MODEL( ENT( pev ), "models/massn.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 male assassin with bad pose\n" ); } // Corpses have less health pev->health = 8; // map old bodies onto new bodies switch( pev->body ) { case 0: // Grunt with Gun pev->body = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; case 1: // Commander with Gun pev->body = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; case 2: // Grunt no Gun pev->body = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; case 3: // Commander no Gun pev->body = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; } MonsterInitDead(); }