Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
* 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.
*
****/
#ifndef HGRUNT_H
#define HGRUNT_H
//=========================================================
// 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
//=========================================================
// 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 )
//=========================================================
// hgrunt
//=========================================================
class CHGrunt : public CSquadMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
virtual int Classify(void);
int ISoundMask(void);
virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
BOOL FCanCheckAttacks(void);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack2(float flDot, float flDist);
void CheckAmmo(void);
void SetActivity(Activity NewActivity);
void StartTask(Task_t *pTask);
void RunTask(Task_t *pTask);
virtual void DeathSound(void);
virtual void PainSound(void);
virtual void IdleSound(void);
Vector GetGunPosition(void);
void Shoot(void);
virtual void Shotgun(void);
void PrescheduleThink(void);
virtual void GibMonster(void);
virtual void SpeakSentence(void);
int Save(CSave &save);
int Restore(CRestore &restore);
CBaseEntity *Kick(void);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual int IRelationship(CBaseEntity *pTarget);
virtual BOOL FOkToSpeak(void);
void JustSpoke(void);
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iBrassShell;
int m_iShotgunShell;
int m_iSentence;
static const char *pGruntSentences[];
};
typedef 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;
#endif // HGRUNT_H