/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ //========================================================= // Gonome.cpp //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "player.h" #include "bullsquid.h" #include "decals.h" #include "animation.h" #include "studio.h" /* Whether gonome locks the player during the bite attack. * This may have undesired side-effects, e.g. in combination with trigger_playerfreeze or trigger_camera, * since both gonome and the trigger use the same technique to lock the player. */ #define FEATURE_GONOME_LOCK_PLAYER 1 #define GONOME_MELEE_ATTACK_RADIUS 70 enum { TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1 }; //========================================================= // Monster's Anim Events Go Here //========================================================= #define GONOME_AE_SLASH_RIGHT ( 1 ) #define GONOME_AE_SLASH_LEFT ( 2 ) #define GONOME_AE_SPIT ( 3 ) #define GONOME_AE_THROW ( 4 ) #define GONOME_AE_BITE1 ( 19 ) #define GONOME_AE_BITE2 ( 20 ) #define GONOME_AE_BITE3 ( 21 ) #define GONOME_AE_BITE4 ( 22 ) #define GONOME_SCRIPT_EVENT_SOUND ( 1011 ) //========================================================= // Gonome's guts projectile //========================================================= class CGonomeGuts : public CSquidSpit { public: void Spawn(void); void Touch(CBaseEntity *pOther); }; void CGonomeGuts::Spawn() { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING( "gonomeguts" ); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL( ENT( pev ), "sprites/bigspit.spr" ); pev->frame = 0; pev->scale = 0.5; pev->rendercolor.x = 255; UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; } void CGonomeGuts::Touch( CBaseEntity *pOther ) { TraceResult tr; int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90, 110 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); break; } if( !pOther->pev->takedamage ) { // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); } else { pOther->TakeDamage( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC ); } SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } //========================================================= // CGonome //========================================================= class CGonome : public CBaseMonster { public: void Spawn(void); void Precache(void); int Classify(void); void SetYawSpeed(); void HandleAnimEvent(MonsterEvent_t *pEvent); int IgnoreConditions(); void IdleSound( void ); void PainSound( void ); void DeathSound( void ); void AlertSound( void ); void StartTask(Task_t *pTask); BOOL CheckMeleeAttack2(float flDot, float flDist); BOOL CheckRangeAttack1(float flDot, float flDist); void SetActivity( Activity NewActivity ); Schedule_t *GetSchedule(); Schedule_t *GetScheduleOfType( int Type ); int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void Killed(entvars_t *pevAttacker, int iGib); void UnlockPlayer(); CGonomeGuts* GetGonomeGuts(const Vector& pos); void ClearGuts(); int Save(CSave &save); int Restore(CRestore &restore); CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; static const char* pPainSounds[]; static const char* pIdleSounds[]; static const char* pDeathSounds[]; static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; virtual int SizeForGrapple() { return GRAPPLE_LARGE; } protected: float m_flNextFlinch; float m_flNextThrowTime;// last time the gonome used the guts attack. CGonomeGuts* m_pGonomeGuts; #if FEATURE_GONOME_LOCK_PLAYER BOOL m_fPlayerLocked; EHANDLE m_lockedPlayer; #endif }; LINK_ENTITY_TO_CLASS(monster_gonome, CGonome) const char* CGonome::pPainSounds[] = { "gonome/gonome_pain1.wav", "gonome/gonome_pain2.wav", "gonome/gonome_pain3.wav", "gonome/gonome_pain4.wav" }; const char* CGonome::pIdleSounds[] = { "gonome/gonome_idle1.wav", "gonome/gonome_idle2.wav", "gonome/gonome_idle3.wav" }; const char* CGonome::pDeathSounds[] = { "gonome/gonome_death2.wav", "gonome/gonome_death3.wav", "gonome/gonome_death4.wav" }; const char* CGonome::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char* CGonome::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; TYPEDESCRIPTION CGonome::m_SaveData[] = { DEFINE_FIELD( CGonome, m_flNextFlinch, FIELD_TIME ), DEFINE_FIELD( CGonome, m_flNextThrowTime, FIELD_TIME ), #if FEATURE_GONOME_LOCK_PLAYER DEFINE_FIELD( CGonome, m_fPlayerLocked, FIELD_BOOLEAN ), #endif }; IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster ) void CGonome::Killed(entvars_t *pevAttacker, int iGib) { ClearGuts(); UnlockPlayer(); CBaseMonster::Killed(pevAttacker, iGib); } void CGonome::UnlockPlayer() { #if FEATURE_GONOME_LOCK_PLAYER if (m_fPlayerLocked) { CBasePlayer* player = 0; if (m_lockedPlayer != 0 && m_lockedPlayer->IsPlayer()) player = (CBasePlayer*)((CBaseEntity*)m_lockedPlayer); else // if ehandle is empty for some reason just unlock the first player player = (CBasePlayer*)UTIL_FindEntityByClassname(0, "player"); if (player) player->EnableControl(TRUE); m_lockedPlayer = 0; m_fPlayerLocked = FALSE; } #endif } CGonomeGuts* CGonome::GetGonomeGuts(const Vector &pos) { if (m_pGonomeGuts) return m_pGonomeGuts; CGonomeGuts *pGuts = GetClassPtr( (CGonomeGuts *)NULL ); pGuts->Spawn(); UTIL_SetOrigin( pGuts->pev, pos ); m_pGonomeGuts = pGuts; return m_pGonomeGuts; } void CGonome::ClearGuts() { if (m_pGonomeGuts) { UTIL_Remove(m_pGonomeGuts); m_pGonomeGuts = 0; } } void CGonome::PainSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); if( RANDOM_LONG( 0, 5 ) < 2 ) EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch ); } void CGonome::DeathSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, pitch ); } void CGonome::IdleSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); // Play a random idle sound EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch ); } void CGonome::AlertSound( void ) { const int iPitch = RANDOM_LONG(0, 9) + 95; EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch); } void CGonome::SetActivity( Activity NewActivity ) { Activity OldActivity = m_Activity; int iSequence = ACTIVITY_NOT_AVAILABLE; if (NewActivity != ACT_RANGE_ATTACK1) { ClearGuts(); } if (NewActivity == ACT_MELEE_ATTACK1 && m_hEnemy != 0) { // special melee animations if ((pev->origin - m_hEnemy->pev->origin).Length2D() >= 48 ) { iSequence = LookupSequence("attack1"); } else { iSequence = LookupSequence("attack2"); } } else { UnlockPlayer(); if (NewActivity == ACT_RUN && m_hEnemy != 0) { // special run animations if ((pev->origin - m_hEnemy->pev->origin).Length2D() <= 512 ) { iSequence = LookupSequence("runshort"); } else { iSequence = LookupSequence("runlong"); } } else { iSequence = LookupActivity(NewActivity); } } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // In case someone calls this with something other than the ideal activity m_IdealActivity = m_Activity; // Set to the desired anim, or default anim if the desired is not present if( iSequence > ACTIVITY_NOT_AVAILABLE ) { if( pev->sequence != iSequence || !m_fSequenceLoops ) { // don't reset frame between walk and run if( !( OldActivity == ACT_WALK || OldActivity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) ) pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CGonome::Classify(void) { return CLASS_ALIEN_MONSTER; } //========================================================= // TakeDamage - overridden for gonome so we can keep track // of how much time has passed since it was last injured //========================================================= int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { // Take 15% damage from bullets if( bitsDamageType == DMG_BULLET ) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; flDamage *= 0.15; } // HACK HACK -- until we fix this. if( IsAlive() ) PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CGonome::CheckRangeAttack1(float flDot, float flDist) { if (flDist < 256) return FALSE; if (IsMoving() && flDist >= 512) { // squid will far too far behind if he stops running to spit at this distance from the enemy. return FALSE; } if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextThrowTime) { if (m_hEnemy != 0) { if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256) { // don't try to spit at someone up really high or down really low. return FALSE; } } if (IsMoving()) { // don't spit again for a long time, resume chasing enemy. m_flNextThrowTime = gpGlobals->time + 5; } else { // not moving, so spit again pretty soon. m_flNextThrowTime = gpGlobals->time + 0.5; } return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1 //========================================================= BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist) { return FALSE; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CGonome::SetYawSpeed( void ) { pev->yaw_speed = 120; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case GONOME_SCRIPT_EVENT_SOUND: EMIT_SOUND(ENT(pev), CHAN_BODY, pEvent->options, 1, ATTN_NORM); break; case GONOME_AE_SPIT: { Vector vecArmPos, vecArmAng; GetAttachment(0, vecArmPos, vecArmAng); if (GetGonomeGuts(vecArmPos)) { m_pGonomeGuts->pev->body = 1; m_pGonomeGuts->pev->aiment = ENT(pev); m_pGonomeGuts->pev->movetype = MOVETYPE_FOLLOW; } UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); } break; case GONOME_AE_THROW: { UTIL_MakeVectors(pev->angles); Vector vecArmPos, vecArmAng; GetAttachment(0, vecArmPos, vecArmAng); if (GetGonomeGuts(vecArmPos)) { Vector vecSpitDir; Vector vecEnemyPosition; if (m_hEnemy != 0) vecEnemyPosition = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs); else vecEnemyPosition = m_vecEnemyLKP; vecSpitDir = (vecEnemyPosition - vecArmPos).Normalize(); vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05); vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05); vecSpitDir.z += RANDOM_FLOAT(-0.05, 0); m_pGonomeGuts->pev->body = 0; m_pGonomeGuts->pev->skin = 0; m_pGonomeGuts->pev->owner = ENT( pev ); m_pGonomeGuts->pev->aiment = 0; m_pGonomeGuts->pev->movetype = MOVETYPE_FLY; m_pGonomeGuts->pev->velocity = vecSpitDir * 900; m_pGonomeGuts->SetThink( &CGonomeGuts::Animate ); m_pGonomeGuts->pev->nextthink = gpGlobals->time + 0.1; UTIL_SetOrigin(m_pGonomeGuts->pev, vecArmPos); m_pGonomeGuts = 0; } UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 ); } break; case GONOME_AE_SLASH_LEFT: { CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH); if (pHurt) { if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) { pHurt->pev->punchangle.z = 9; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 25; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5)); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5)); } } break; case GONOME_AE_SLASH_RIGHT: { CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH); if (pHurt) { if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) { pHurt->pev->punchangle.z = -9; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -25; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5)); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5)); } } break; case GONOME_AE_BITE1: case GONOME_AE_BITE2: case GONOME_AE_BITE3: case GONOME_AE_BITE4: { int iPitch; CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH); if (pHurt) { // croonchy bite sound iPitch = RANDOM_FLOAT(90, 110); switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch); break; } if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) { if (pEvent->event == GONOME_AE_BITE4) { pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 75; } else { pHurt->pev->punchangle.x = 9; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 25; } } #if FEATURE_GONOME_LOCK_PLAYER if (pEvent->event == GONOME_AE_BITE4) { UnlockPlayer(); } else if (pHurt->IsPlayer() && pHurt->IsAlive()) { if (!m_fPlayerLocked) { CBasePlayer* player = (CBasePlayer*)pHurt; player->EnableControl(FALSE); m_lockedPlayer = player; m_fPlayerLocked = TRUE; } } #endif } } break; default: CBaseMonster::HandleAnimEvent(pEvent); } } #define GONOME_FLINCH_DELAY 2 int CGonome::IgnoreConditions( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); if( m_Activity == ACT_MELEE_ATTACK1 ) { if( m_flNextFlinch >= gpGlobals->time ) iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); } if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) { if( m_flNextFlinch < gpGlobals->time ) m_flNextFlinch = gpGlobals->time + GONOME_FLINCH_DELAY; } return iIgnore; } //========================================================= // Spawn //========================================================= void CGonome::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/gonome.mdl"); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.gonomeHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextThrowTime = gpGlobals->time; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CGonome::Precache() { PRECACHE_MODEL("models/gonome.mdl"); PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile. PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event PRECACHE_SOUND("gonome/gonome_eat.wav"); PRECACHE_SOUND("gonome/gonome_jumpattack.wav"); PRECACHE_SOUND("gonome/gonome_melee1.wav"); PRECACHE_SOUND("gonome/gonome_melee2.wav"); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND("gonome/gonome_run.wav"); PRECACHE_SOUND("bullchicken/bc_acid1.wav"); PRECACHE_SOUND("bullchicken/bc_bite2.wav"); PRECACHE_SOUND("bullchicken/bc_bite3.wav"); PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); } //========================================================= // 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. //========================================================= void CGonome::StartTask(Task_t *pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; switch (pTask->iTask) { case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE: { 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: CBaseMonster::StartTask(pTask); break; } } //========================================================= // DEAD GONOME PROP //========================================================= class CDeadGonome : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_ALIEN_MONSTER; } void KeyValue( KeyValueData *pkvd ); int m_iPose; static const char *m_szPoses[3]; }; const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" }; void CDeadGonome::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_gonome_dead, CDeadGonome) //========================================================= // ********** DeadGonome SPAWN ********** //========================================================= void CDeadGonome::Spawn(void) { PRECACHE_MODEL("models/gonome.mdl"); SET_MODEL(ENT(pev), "models/gonome.mdl"); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; m_bloodColor = BLOOD_COLOR_GREEN; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if( pev->sequence == -1 ) { ALERT( at_console, "Dead gonome with bad pose\n" ); } // Corpses have less health pev->health = 8; MonsterInitDead(); }