/*** * * 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. * ****/ //========================================================= // hgrunt //========================================================= //========================================================= // 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" // // Spawn flags // #define SF_HGRUNT_ZSOLDIER 64 int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers. extern DLL_GLOBAL int g_iSkillLevel; //========================================================= // monster-specific DEFINE's //========================================================= #define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! #define GRUNT_VOL 0.35 // volume of grunt sounds #define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences #define HGRUNT_LIMP_HEALTH 20 #define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. #define HGRUNT_NUM_HEADS 2 // how many grunt heads are there? #define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill #define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences #define HGRUNT_9MMAR ( 1 << 0) #define HGRUNT_HANDGRENADE ( 1 << 1) #define HGRUNT_GRENADELAUNCHER ( 1 << 2) #define HGRUNT_SHOTGUN ( 1 << 3) #define HEAD_GROUP 1 #define HEAD_GRUNT 0 #define HEAD_COMMANDER 1 #define HEAD_SHOTGUN 2 #define HEAD_M203 3 #define GUN_GROUP 2 #define GUN_MP5 0 #define GUN_SHOTGUN 1 #define GUN_NONE 2 #define PARACHUTE_GROUP 3 #define PARACHUTE_OFF 0 #define PARACHUTE_ON 1 //========================================================= // Monster's Anim Events Go Here //========================================================= #define HGRUNT_AE_RELOAD ( 2 ) #define HGRUNT_AE_KICK ( 3 ) #define HGRUNT_AE_BURST1 ( 4 ) #define HGRUNT_AE_BURST2 ( 5 ) #define HGRUNT_AE_BURST3 ( 6 ) #define HGRUNT_AE_GREN_TOSS ( 7 ) #define HGRUNT_AE_GREN_LAUNCH ( 8 ) #define HGRUNT_AE_GREN_DROP ( 9 ) #define HGRUNT_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad. #define HGRUNT_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5. //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). SCHED_GRUNT_COVER_AND_RELOAD, SCHED_GRUNT_SWEEP, SCHED_GRUNT_FOUND_ENEMY, SCHED_GRUNT_REPEL, SCHED_GRUNT_REPEL_ATTACK, SCHED_GRUNT_REPEL_LAND, SCHED_GRUNT_WAIT_FACE_ENEMY, SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. SCHED_GRUNT_ELOF_FAIL }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, TASK_GRUNT_SPEAK_SENTENCE, TASK_GRUNT_CHECK_FIRE }; //========================================================= // monster-specific conditions //========================================================= #define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 ) LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt ) TYPEDESCRIPTION CHGrunt::m_SaveData[] = { DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ), DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ), //DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero DEFINE_FIELD( CHGrunt, m_vecTossVelocity, FIELD_VECTOR ), DEFINE_FIELD( CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN ), DEFINE_FIELD( CHGrunt, m_fStanding, FIELD_BOOLEAN ), DEFINE_FIELD( CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN ), DEFINE_FIELD( CHGrunt, m_cClipSize, FIELD_INTEGER ), DEFINE_FIELD( CHGrunt, m_voicePitch, FIELD_INTEGER ), //DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ), //DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ), DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ), DEFINE_FIELD( CHGrunt, m_iGruntFlags, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster ) const char *CHGrunt::pGruntSentences[] = { "HG_GREN", // grenade scared grunt "HG_ALERT", // sees player "HG_MONSTER", // sees monster "HG_COVER", // running to cover "HG_THROW", // about to throw grenade "HG_CHARGE", // running out to get the enemy "HG_TAUNT", // say rude things }; enum { HGRUNT_SENT_NONE = -1, HGRUNT_SENT_GREN = 0, HGRUNT_SENT_ALERT, HGRUNT_SENT_MONSTER, HGRUNT_SENT_COVER, HGRUNT_SENT_THROW, HGRUNT_SENT_CHARGE, HGRUNT_SENT_TAUNT } HGRUNT_SENTENCE_TYPES; //========================================================= // 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 CHGrunt::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 CHGrunt::IRelationship( CBaseEntity *pTarget ) { if( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) { return R_NM; } return CSquadMonster::IRelationship( pTarget ); } //========================================================= // GibMonster - make gun fly through the air. //========================================================= void CHGrunt::GibMonster( void ) { Vector vecGunPos; Vector vecGunAngles; if( GetBodygroup( 2 ) != 2 ) { // throw a gun if the grunt has one GetAttachment( 0, vecGunPos, vecGunAngles ); CBaseEntity *pGun; if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); } else { pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); } if( pGun ) { pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) { pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); if ( pGun ) { pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } } } CBaseMonster::GibMonster(); } //========================================================= // ISoundMask - Overidden for human grunts because they // hear the DANGER sound that is made by hand grenades and // other dangerous items. //========================================================= int CHGrunt::ISoundMask( void ) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER | bits_SOUND_DANGER; } //========================================================= // someone else is talking - don't speak //========================================================= BOOL CHGrunt::FOkToSpeak( void ) { // Zombie soldiers do not speak. if( IsZombieSoldier() ) return FALSE; // if someone else is talking, don't speak if( gpGlobals->time <= CTalkMonster::g_talkWaitTime ) return FALSE; if( pev->spawnflags & SF_MONSTER_GAG ) { if( m_MonsterState != MONSTERSTATE_COMBAT ) { // no talking outside of combat if gagged. return FALSE; } } // if player is not in pvs, don't speak //if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) // return FALSE; return TRUE; } //========================================================= //========================================================= void CHGrunt::JustSpoke( void ) { CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 1.5, 2.0 ); m_iSentence = HGRUNT_SENT_NONE; } //========================================================= // PrescheduleThink - this function runs after conditions // are collected and before scheduling code is run. //========================================================= void CHGrunt::PrescheduleThink( void ) { if( InSquad() && m_hEnemy != NULL ) { if( HasConditions( bits_COND_SEE_ENEMY ) ) { // update the squad's last enemy sighting time. MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time; } else { if( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 ) { // been a while since we've seen the enemy MySquadLeader()->m_fEnemyEluded = TRUE; } } } } //========================================================= // FCanCheckAttacks - this is overridden for human grunts // because they can throw/shoot grenades when they can't see their // target and the base class doesn't check attacks if the monster // cannot see its enemy. // // !!!BUGBUG - this gets called before a 3-round burst is fired // which means that a friendly can still be hit with up to 2 rounds. // ALSO, grenades will not be tossed if there is a friendly in front, // this is a bad bug. Friendly machine gun fire avoidance // will unecessarily prevent the throwing of a grenade as well. //========================================================= BOOL CHGrunt::FCanCheckAttacks( void ) { if( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } else { return FALSE; } } //========================================================= // CheckMeleeAttack1 //========================================================= BOOL CHGrunt::CheckMeleeAttack1( float flDot, float flDist ) { CBaseMonster *pEnemy; if( m_hEnemy != NULL ) { pEnemy = m_hEnemy->MyMonsterPointer(); if( !pEnemy ) { return FALSE; } } if( flDist <= 64 && flDot >= 0.7 && pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) { return TRUE; } return FALSE; } //========================================================= // CheckRangeAttack1 - overridden for HGrunt, cause // FCanCheckAttacks() doesn't disqualify all attacks based // on whether or not the enemy is occluded because unlike // the base class, the HGrunt can attack when the enemy is // occluded (throw grenade over wall, etc). We must // disqualify the machine gun attack if the enemy is occluded. //========================================================= BOOL CHGrunt::CheckRangeAttack1( float flDot, float flDist ) { if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) { TraceResult tr; if( !m_hEnemy->IsPlayer() && flDist <= 64 ) { // kick nonclients, but don't shoot at them. return FALSE; } Vector vecSrc = GetGunPosition(); // verify that a bullet fired from the gun will hit the enemy before the world. UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget( vecSrc ), ignore_monsters, ignore_glass, ENT( pev ), &tr ); if( tr.flFraction == 1.0 ) { return TRUE; } } return FALSE; } //========================================================= // CheckRangeAttack2 - this checks the Grunt's grenade // attack. //========================================================= BOOL CHGrunt::CheckRangeAttack2( float flDot, float flDist ) { if( !FBitSet( pev->weapons, ( HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER ) ) ) { return FALSE; } // if the grunt isn't moving, it's ok to check. if( m_flGroundSpeed != 0 ) { m_fThrowGrenade = FALSE; return m_fThrowGrenade; } // assume things haven't changed too much since last time if( gpGlobals->time < m_flNextGrenadeCheck ) { return m_fThrowGrenade; } if( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z ) { //!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to // be grenaded. // don't throw grenades at anything that isn't on the ground! m_fThrowGrenade = FALSE; return m_fThrowGrenade; } Vector vecTarget; if( FBitSet( pev->weapons, HGRUNT_HANDGRENADE ) ) { // find feet if( RANDOM_LONG( 0, 1 ) ) { // magically know where they are vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z ); } else { // toss it to where you last saw them vecTarget = m_vecEnemyLKP; } // vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); // estimate position // vecTarget = vecTarget + m_hEnemy->pev->velocity * 2; } else { // find target // vecTarget = m_hEnemy->BodyTarget( pev->origin ); vecTarget = m_vecEnemyLKP + ( m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin ); // estimate position if( HasConditions( bits_COND_SEE_ENEMY ) ) vecTarget = vecTarget + ( ( vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed ) * m_hEnemy->pev->velocity; } // are any of my squad members near the intended grenade impact area? if( InSquad() ) { if( SquadMemberInRange( vecTarget, 256 ) ) { // crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. m_fThrowGrenade = FALSE; } } if( ( vecTarget - pev->origin ).Length2D() <= 256 ) { // crap, I don't want to blow myself up m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. m_fThrowGrenade = FALSE; return m_fThrowGrenade; } if( FBitSet( pev->weapons, HGRUNT_HANDGRENADE ) ) { Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 ); if( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; // throw a hand grenade m_fThrowGrenade = TRUE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second. } else { // don't throw m_fThrowGrenade = FALSE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. } } else { Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 ); if( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; // throw a hand grenade m_fThrowGrenade = TRUE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second. } else { // don't throw m_fThrowGrenade = FALSE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. } } return m_fThrowGrenade; } //========================================================= // TraceAttack - make sure we're not taking it in the helmet //========================================================= void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // check for helmet shot if( ptr->iHitgroup == 11 ) { // make sure we're wearing one if( GetBodygroup( 1 ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) ) { // absorb damage flDamage -= 20; if( flDamage <= 0 ) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; } } // it's head shot anyways ptr->iHitgroup = HITGROUP_HEAD; } CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } //========================================================= // TakeDamage - overridden for the grunt because the grunt // needs to forget that he is in cover if he's hurt. (Obviously // not in a safe place anymore). //========================================================= int CHGrunt::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Forget( bits_MEMORY_INCOVER ); return CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CHGrunt::Killed( entvars_t *pevAttacker, int iGib ) { // // If a grunt is killed while using a parachute, update // bodygroup to make it invisible. // if( GetBodygroup( PARACHUTE_GROUP ) == PARACHUTE_ON ) { SetBodygroup( PARACHUTE_GROUP, PARACHUTE_OFF ); } CSquadMonster::Killed( pevAttacker, iGib ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CHGrunt::SetYawSpeed( void ) { int ys; switch( m_Activity ) { case ACT_IDLE: ys = 150; break; case ACT_RUN: ys = 150; break; case ACT_WALK: ys = 180; break; case ACT_RANGE_ATTACK1: ys = 120; break; case ACT_RANGE_ATTACK2: ys = 120; break; case ACT_MELEE_ATTACK1: ys = 120; break; case ACT_MELEE_ATTACK2: ys = 120; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 180; break; case ACT_GLIDE: case ACT_FLY: ys = 30; break; default: ys = 90; break; } pev->yaw_speed = ys; } void CHGrunt::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 ), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); g_fGruntQuestion = 1; break; case 1: // question SENTENCEG_PlayRndSz( ENT( pev ), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); g_fGruntQuestion = 2; break; case 2: // statement SENTENCEG_PlayRndSz( ENT( pev ), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; } } else { switch( g_fGruntQuestion ) { case 1: // check in SENTENCEG_PlayRndSz( ENT( pev ), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; case 2: // question SENTENCEG_PlayRndSz( ENT( pev ), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; } g_fGruntQuestion = 0; } JustSpoke(); } } //========================================================= // CheckAmmo - overridden for the grunt because he actually // uses ammo! (base class doesn't) //========================================================= void CHGrunt::CheckAmmo( void ) { if( m_cAmmoLoaded <= 0 ) { SetConditions( bits_COND_NO_AMMO_LOADED ); } } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CHGrunt::Classify( void ) { if( IsZombieSoldier() ) return CLASS_ALIEN_MONSTER; return CLASS_HUMAN_MILITARY; } //========================================================= //========================================================= CBaseEntity *CHGrunt::Kick( void ) { TraceResult tr; UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + ( gpGlobals->v_forward * 70 ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); if( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); return pEntity; } return NULL; } //========================================================= // GetGunPosition return the end of the barrel //========================================================= Vector CHGrunt::GetGunPosition() { if( m_fStanding ) { return pev->origin + Vector( 0, 0, 60 ); } else { return pev->origin + Vector( 0, 0, 48 ); } } //========================================================= // Shoot //========================================================= void CHGrunt::Shoot( void ) { if( m_hEnemy == NULL ) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); EjectBrass( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL ); FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // Shoot //========================================================= void CHGrunt::Shotgun( void ) { if( m_hEnemy == NULL ) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); EjectBrass( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL ); FireBullets( gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CHGrunt::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_shotgun", 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, "hgrunt/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, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM ); } else { EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM ); } } else { Shotgun(); EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/sbarrel1.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 ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } } default: CSquadMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CHGrunt::Spawn() { Precache(); m_iGruntFlags = 0; // Check if this is a zombie soldier. if( pev->spawnflags & SF_HGRUNT_ZSOLDIER ) { m_iGruntFlags |= GF_ZSOLDIER; } char* szModel = (char*)STRING( pev->model ); // If this is a zombie soldier with a regular grunt model, // switch to appropriate model. if( IsZombieSoldier() && !FStrEq( szModel, "models/zgrunt.mdl" ) ) { szModel = "models/zgrunt.mdl"; pev->model = ALLOC_STRING( szModel ); } else { // Pick regular grunt model. szModel = "models/hgrunt.mdl"; pev->model = ALLOC_STRING( szModel ); } // Set new model. SET_MODEL( ENT( pev ), (char*)STRING( pev->model ) ); 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( GUN_GROUP, GUN_SHOTGUN ); m_cClipSize = 8; } 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 CHGrunt::Precache() { PRECACHE_MODEL( "models/hgrunt.mdl" ); PRECACHE_MODEL( "models/zgrunt.mdl" ); PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); PRECACHE_SOUND( "hgrunt/gr_reload1.wav" ); PRECACHE_SOUND( "weapons/glauncher.wav" ); PRECACHE_SOUND( "weapons/sbarrel1.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" ); } //========================================================= // start task //========================================================= void CHGrunt::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch( pTask->iTask ) { case TASK_GRUNT_CHECK_FIRE: if( !NoFriendlyFire() ) { SetConditions( bits_COND_GRUNT_NOFIRE ); } TaskComplete(); break; case TASK_GRUNT_SPEAK_SENTENCE: SpeakSentence(); TaskComplete(); break; case TASK_WALK_PATH: case TASK_RUN_PATH: // grunt no longer assumes he is covered if he moves Forget( bits_MEMORY_INCOVER ); CSquadMonster::StartTask( pTask ); break; case TASK_RELOAD: m_IdealActivity = ACT_RELOAD; break; case TASK_GRUNT_FACE_TOSS_DIR: break; case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: CSquadMonster::StartTask( pTask ); if( pev->movetype == MOVETYPE_FLY ) { m_IdealActivity = ACT_GLIDE; } break; default: CSquadMonster::StartTask( pTask ); break; } } //========================================================= // RunTask //========================================================= void CHGrunt::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_GRUNT_FACE_TOSS_DIR: { // project a point along the toss vector and turn to face that point. MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 ); ChangeYaw( pev->yaw_speed ); if( FacingIdeal() ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } break; } default: { CSquadMonster::RunTask( pTask ); break; } } } //========================================================= // PainSound //========================================================= void CHGrunt::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 ), "HG_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, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); break; case 3: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); break; case 4: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); break; } m_flNextPainTime = gpGlobals->time + 1; } } //========================================================= // DeathSound //========================================================= void CHGrunt::DeathSound( void ) { switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); break; } } BOOL CHGrunt::IsZombieSoldier( void ) const { return ( m_iGruntFlags & GF_ZSOLDIER ); } //========================================================= // AI Schedules Specific to this monster //========================================================= //========================================================= // GruntFail //========================================================= Task_t tlGruntFail[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT, (float)2 }, { TASK_WAIT_PVS, (float)0 }, }; Schedule_t slGruntFail[] = { { tlGruntFail, ARRAYSIZE( tlGruntFail ), bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2, 0, "Grunt Fail" }, }; //========================================================= // Grunt Combat Fail //========================================================= Task_t tlGruntCombatFail[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT_FACE_ENEMY, (float)2 }, { TASK_WAIT_PVS, (float)0 }, }; Schedule_t slGruntCombatFail[] = { { tlGruntCombatFail, ARRAYSIZE( tlGruntCombatFail ), bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2, 0, "Grunt Combat Fail" }, }; //========================================================= // Victory dance! //========================================================= Task_t tlGruntVictoryDance[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_WAIT, (float)1.5 }, { TASK_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 }, }; Schedule_t slGruntVictoryDance[] = { { tlGruntVictoryDance, ARRAYSIZE( tlGruntVictoryDance ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "GruntVictoryDance" }, }; //========================================================= // Establish line of fire - move to a position that allows // the grunt to attack. //========================================================= Task_t tlGruntEstablishLineOfFire[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL }, { TASK_GET_PATH_TO_ENEMY, (float)0 }, { TASK_GRUNT_SPEAK_SENTENCE,(float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slGruntEstablishLineOfFire[] = { { tlGruntEstablishLineOfFire, ARRAYSIZE( tlGruntEstablishLineOfFire ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_HEAR_SOUND, bits_SOUND_DANGER, "GruntEstablishLineOfFire" }, }; //========================================================= // GruntFoundEnemy - grunt established sight with an enemy // that was hiding from the squad. //========================================================= Task_t tlGruntFoundEnemy[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL1 }, }; Schedule_t slGruntFoundEnemy[] = { { tlGruntFoundEnemy, ARRAYSIZE( tlGruntFoundEnemy ), bits_COND_HEAR_SOUND, bits_SOUND_DANGER, "GruntFoundEnemy" }, }; //========================================================= // GruntCombatFace Schedule //========================================================= Task_t tlGruntCombatFace1[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_FACE_ENEMY, (float)0 }, { TASK_WAIT, (float)1.5 }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_SWEEP }, }; Schedule_t slGruntCombatFace[] = { { tlGruntCombatFace1, ARRAYSIZE( tlGruntCombatFace1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2, 0, "Combat Face" }, }; //========================================================= // Suppressing fire - don't stop shooting until the clip is // empty or grunt gets hurt. //========================================================= Task_t tlGruntSignalSuppress[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0}, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntSignalSuppress[] = { { tlGruntSignalSuppress, ARRAYSIZE( tlGruntSignalSuppress ), bits_COND_ENEMY_DEAD | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, bits_SOUND_DANGER, "SignalSuppress" }, }; Task_t tlGruntSuppress[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntSuppress[] = { { tlGruntSuppress, ARRAYSIZE( tlGruntSuppress ), bits_COND_ENEMY_DEAD | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, bits_SOUND_DANGER, "Suppress" }, }; //========================================================= // grunt wait in cover - we don't allow danger or the ability // to attack to break a grunt's run to cover schedule, but // when a grunt is in cover, we do want them to attack if they can. //========================================================= Task_t tlGruntWaitInCover[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT_FACE_ENEMY, (float)1 }, }; Schedule_t slGruntWaitInCover[] = { { tlGruntWaitInCover, ARRAYSIZE( tlGruntWaitInCover ), bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2, bits_SOUND_DANGER, "GruntWaitInCover" }, }; //========================================================= // run to cover. // !!!BUGBUG - set a decent fail schedule here. //========================================================= Task_t tlGruntTakeCover1[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED }, { TASK_WAIT, (float)0.2 }, { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, { TASK_GRUNT_SPEAK_SENTENCE, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, }; Schedule_t slGruntTakeCover[] = { { tlGruntTakeCover1, ARRAYSIZE ( tlGruntTakeCover1 ), 0, 0, "TakeCover" }, }; //========================================================= // drop grenade then run to cover. //========================================================= Task_t tlGruntGrenadeCover1[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FIND_COVER_FROM_ENEMY, (float)99 }, { TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, { TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 }, { TASK_CLEAR_MOVE_WAIT, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, }; Schedule_t slGruntGrenadeCover[] = { { tlGruntGrenadeCover1, ARRAYSIZE( tlGruntGrenadeCover1 ), 0, 0, "GrenadeCover" }, }; //========================================================= // drop grenade then run to cover. //========================================================= Task_t tlGruntTossGrenadeCover1[] = { { TASK_FACE_ENEMY, (float)0 }, { TASK_RANGE_ATTACK2, (float)0 }, { TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, }; Schedule_t slGruntTossGrenadeCover[] = { { tlGruntTossGrenadeCover1, ARRAYSIZE( tlGruntTossGrenadeCover1 ), 0, 0, "TossGrenadeCover" }, }; //========================================================= // hide from the loudest sound source (to run from grenade) //========================================================= Task_t tlGruntTakeCoverFromBestSound[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion { TASK_STOP_MOVING, (float)0 }, { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, { TASK_TURN_LEFT, (float)179 }, }; Schedule_t slGruntTakeCoverFromBestSound[] = { { tlGruntTakeCoverFromBestSound, ARRAYSIZE( tlGruntTakeCoverFromBestSound ), 0, 0, "GruntTakeCoverFromBestSound" }, }; //========================================================= // Grunt reload schedule //========================================================= Task_t tlGruntHideReload[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_RELOAD }, }; Schedule_t slGruntHideReload[] = { { tlGruntHideReload, ARRAYSIZE( tlGruntHideReload ), bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, bits_SOUND_DANGER, "GruntHideReload" } }; //========================================================= // Do a turning sweep of the area //========================================================= Task_t tlGruntSweep[] = { { TASK_TURN_LEFT, (float)179 }, { TASK_WAIT, (float)1 }, { TASK_TURN_LEFT, (float)179 }, { TASK_WAIT, (float)1 }, }; Schedule_t slGruntSweep[] = { { tlGruntSweep, ARRAYSIZE( tlGruntSweep ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_HEAR_SOUND, bits_SOUND_WORLD |// sound flags bits_SOUND_DANGER | bits_SOUND_PLAYER, "Grunt Sweep" }, }; //========================================================= // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= Task_t tlGruntRangeAttack1A[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntRangeAttack1A[] = { { tlGruntRangeAttack1A, ARRAYSIZE( tlGruntRangeAttack1A ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_HEAR_SOUND | bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, bits_SOUND_DANGER, "Range Attack1A" }, }; //========================================================= // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= Task_t tlGruntRangeAttack1B[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_IDLE_ANGRY }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_GRUNT_CHECK_FIRE, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slGruntRangeAttack1B[] = { { tlGruntRangeAttack1B, ARRAYSIZE( tlGruntRangeAttack1B ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED | bits_COND_GRUNT_NOFIRE | bits_COND_HEAR_SOUND, bits_SOUND_DANGER, "Range Attack1B" }, }; //========================================================= // secondary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= Task_t tlGruntRangeAttack2[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_GRUNT_FACE_TOSS_DIR, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. }; Schedule_t slGruntRangeAttack2[] = { { tlGruntRangeAttack2, ARRAYSIZE( tlGruntRangeAttack2 ), 0, 0, "RangeAttack2" }, }; //========================================================= // repel //========================================================= Task_t tlGruntRepel[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, }; Schedule_t slGruntRepel[] = { { tlGruntRepel, ARRAYSIZE( tlGruntRepel ), bits_COND_SEE_ENEMY | bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, bits_SOUND_DANGER | bits_SOUND_COMBAT | bits_SOUND_PLAYER, "Repel" }, }; //========================================================= // repel //========================================================= Task_t tlGruntRepelAttack[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_FLY }, }; Schedule_t slGruntRepelAttack[] = { { tlGruntRepelAttack, ARRAYSIZE( tlGruntRepelAttack ), bits_COND_ENEMY_OCCLUDED, 0, "Repel Attack" }, }; //========================================================= // repel land //========================================================= Task_t tlGruntRepelLand[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_LAND }, { TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_CLEAR_LASTPOSITION, (float)0 }, }; Schedule_t slGruntRepelLand[] = { { tlGruntRepelLand, ARRAYSIZE( tlGruntRepelLand ), bits_COND_SEE_ENEMY | bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, bits_SOUND_DANGER | bits_SOUND_COMBAT | bits_SOUND_PLAYER, "Repel Land" }, }; DEFINE_CUSTOM_SCHEDULES( CHGrunt ) { slGruntFail, slGruntCombatFail, slGruntVictoryDance, slGruntEstablishLineOfFire, slGruntFoundEnemy, slGruntCombatFace, slGruntSignalSuppress, slGruntSuppress, slGruntWaitInCover, slGruntTakeCover, slGruntGrenadeCover, slGruntTossGrenadeCover, slGruntTakeCoverFromBestSound, slGruntHideReload, slGruntSweep, slGruntRangeAttack1A, slGruntRangeAttack1B, slGruntRangeAttack2, slGruntRepel, slGruntRepelAttack, slGruntRepelLand, }; IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster ) //========================================================= // SetActivity //========================================================= void CHGrunt::SetActivity( Activity NewActivity ) { int iSequence = ACTIVITY_NOT_AVAILABLE; void *pmodel = GET_MODEL_PTR( ENT( pev ) ); switch( NewActivity ) { case ACT_RANGE_ATTACK1: // grunt is either shooting standing or shooting crouched if( FBitSet( pev->weapons, HGRUNT_9MMAR ) ) { if( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_mp5" ); } else { // get crouching shoot iSequence = LookupSequence( "crouching_mp5" ); } } else { if( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_shotgun" ); } else { // get crouching shoot iSequence = LookupSequence( "crouching_shotgun" ); } } break; case ACT_RANGE_ATTACK2: // grunt is going to a secondary long range attack. This may be a thrown // grenade or fired grenade, we must determine which and pick proper sequence if( pev->weapons & HGRUNT_HANDGRENADE ) { // get toss anim iSequence = LookupSequence( "throwgrenade" ); } else { // get launch anim iSequence = LookupSequence( "launchgrenade" ); } break; case ACT_RUN: if( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! iSequence = LookupActivity( ACT_RUN_HURT ); } else { iSequence = LookupActivity( NewActivity ); } break; case ACT_WALK: if( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! iSequence = LookupActivity( ACT_WALK_HURT ); } else { iSequence = LookupActivity( NewActivity ); } break; case ACT_IDLE: if ( m_MonsterState == MONSTERSTATE_COMBAT ) { NewActivity = ACT_IDLE_ANGRY; } iSequence = LookupActivity( NewActivity ); break; case ACT_LAND: // // If a grunt landed using a parachute, update // bodygroup to make it invisible. // if( GetBodygroup( PARACHUTE_GROUP ) == PARACHUTE_ON ) { SetBodygroup( PARACHUTE_GROUP, PARACHUTE_OFF ); } iSequence = LookupActivity( NewActivity ); break; default: iSequence = LookupActivity( NewActivity ); break; } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // 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 ) { 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_console, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // Get Schedule! //========================================================= Schedule_t *CHGrunt::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 ), "HG_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 != NULL ) && m_hEnemy->IsPlayer() ) // player SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); else if( ( m_hEnemy != NULL ) && ( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) && ( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) && ( m_hEnemy->Classify() != CLASS_MACHINE ) ) // monster SENTENCEG_PlayRndSz( ENT( pev ), "HG_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 != NULL ) { // 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 ), "HG_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 ), "HG_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 ), "HG_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 ), "HG_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 *CHGrunt::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 ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return slGruntTossGrenadeCover; } else { return &slGruntTakeCover[0]; } } else { // Zombie soldiers cannot use grenades. if( IsZombieSoldier() ) { return &slGruntTakeCover[0]; } else { // Regular cover. if( RANDOM_LONG( 0, 1 ) ) { return &slGruntTakeCover[0]; } else { if( !FClassnameIs( pev,"monster_th_cyberfranklin" ) ) { // Regular grenade cover. return &slGruntGrenadeCover[0]; } else { // Prevent Cyber franklin from dropping grenades down. return &slGruntTakeCover[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 != NULL ) { // 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 ); } } } //========================================================= // CHGruntRepel - when triggered, spawns a monster_human_grunt // repelling down a line. //========================================================= #define SF_REPEL_PARACHUTE 32 LINK_ENTITY_TO_CLASS( monster_grunt_repel, CHGruntRepel ) void CHGruntRepel::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; SetUse( &CHGruntRepel::RepelUse ); } void CHGruntRepel::Precache( void ) { UTIL_PrecacheOther( "monster_human_grunt" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); } void CHGruntRepel::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_human_grunt", 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; // // Fix trigger condition targets. // pGrunt->m_iszTriggerTarget = m_iszTriggerTarget; pGrunt->m_iTriggerCondition = m_iTriggerCondition; // If this is a parachuted grunt, set parachute // bodygroup visible. if( pev->spawnflags & SF_REPEL_PARACHUTE ) { pGrunt->SetBodygroup( PARACHUTE_GROUP, PARACHUTE_ON ); // Do not spawn beam. Return. UTIL_Remove( this ); return; } 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 + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5; UTIL_Remove( this ); } //========================================================= // DEAD HGRUNT PROP //========================================================= char *CDeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; void CDeadHGrunt::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_hgrunt_dead, CDeadHGrunt ) //========================================================= // ********** DeadHGrunt SPAWN ********** //========================================================= void CDeadHGrunt::Spawn( void ) { PRECACHE_MODEL( "models/hgrunt.mdl" ); PRECACHE_MODEL( "models/zgrunt.mdl" ); char* szModel = (char*)STRING( pev->model ); // // Pick regular grunt model. // if( !szModel || !*szModel ) { szModel = "models/hgrunt.mdl"; pev->model = ALLOC_STRING( szModel ); } // If this is a zombie soldier with a regular grunt model, // switch to appropriate model. else if( ( pev->spawnflags & SF_HGRUNT_ZSOLDIER ) && !FStrEq( szModel, "models/zgrunt.mdl" ) ) { szModel = "models/zgrunt.mdl"; pev->model = ALLOC_STRING( szModel ); } // Set new model. SET_MODEL( ENT( pev ), (char*)STRING( pev->model ) ); 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 hgrunt 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; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; case 1: // Commander with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; case 2: // Grunt no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; case 3: // Commander no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; } MonsterInitDead(); }