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174 lines
5.7 KiB
174 lines
5.7 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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#ifndef HGRUNT_H |
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#define HGRUNT_H |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define GRUNT_VOL 0.35 // volume of grunt sounds |
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#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define HGRUNT_LIMP_HEALTH 20 |
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#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. |
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#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there? |
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#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define HGRUNT_9MMAR ( 1 << 0) |
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#define HGRUNT_HANDGRENADE ( 1 << 1) |
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#define HGRUNT_GRENADELAUNCHER ( 1 << 2) |
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#define HGRUNT_SHOTGUN ( 1 << 3) |
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#define HEAD_GROUP 1 |
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#define HEAD_GRUNT 0 |
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#define HEAD_COMMANDER 1 |
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#define HEAD_SHOTGUN 2 |
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#define HEAD_M203 3 |
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#define GUN_GROUP 2 |
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#define GUN_MP5 0 |
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#define GUN_SHOTGUN 1 |
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#define GUN_NONE 2 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define HGRUNT_AE_RELOAD ( 2 ) |
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#define HGRUNT_AE_KICK ( 3 ) |
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#define HGRUNT_AE_BURST1 ( 4 ) |
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#define HGRUNT_AE_BURST2 ( 5 ) |
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#define HGRUNT_AE_BURST3 ( 6 ) |
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#define HGRUNT_AE_GREN_TOSS ( 7 ) |
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#define HGRUNT_AE_GREN_LAUNCH ( 8 ) |
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#define HGRUNT_AE_GREN_DROP ( 9 ) |
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#define HGRUNT_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define HGRUNT_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5. |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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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). |
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SCHED_GRUNT_COVER_AND_RELOAD, |
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SCHED_GRUNT_SWEEP, |
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SCHED_GRUNT_FOUND_ENEMY, |
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SCHED_GRUNT_REPEL, |
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SCHED_GRUNT_REPEL_ATTACK, |
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SCHED_GRUNT_REPEL_LAND, |
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SCHED_GRUNT_WAIT_FACE_ENEMY, |
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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. |
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SCHED_GRUNT_ELOF_FAIL |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_GRUNT_SPEAK_SENTENCE, |
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TASK_GRUNT_CHECK_FIRE |
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}; |
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//========================================================= |
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// monster-specific conditions |
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//========================================================= |
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#define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 ) |
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//========================================================= |
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// hgrunt |
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//========================================================= |
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class CHGrunt : public CSquadMonster |
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{ |
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public: |
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virtual void Spawn(void); |
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virtual void Precache(void); |
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void SetYawSpeed(void); |
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virtual int Classify(void); |
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int ISoundMask(void); |
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent); |
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BOOL FCanCheckAttacks(void); |
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BOOL CheckMeleeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack2(float flDot, float flDist); |
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void CheckAmmo(void); |
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void SetActivity(Activity NewActivity); |
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void StartTask(Task_t *pTask); |
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void RunTask(Task_t *pTask); |
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virtual void DeathSound(void); |
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virtual void PainSound(void); |
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virtual void IdleSound(void); |
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Vector GetGunPosition(void); |
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void Shoot(void); |
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virtual void Shotgun(void); |
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void PrescheduleThink(void); |
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virtual void GibMonster(void); |
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virtual void SpeakSentence(void); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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CBaseEntity *Kick(void); |
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Schedule_t *GetSchedule(void); |
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Schedule_t *GetScheduleOfType(int Type); |
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); |
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virtual int IRelationship(CBaseEntity *pTarget); |
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virtual BOOL FOkToSpeak(void); |
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void JustSpoke(void); |
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CUSTOM_SCHEDULES; |
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static TYPEDESCRIPTION m_SaveData[]; |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iSentence; |
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static const char *pGruntSentences[]; |
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}; |
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typedef enum |
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{ |
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HGRUNT_SENT_NONE = -1, |
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HGRUNT_SENT_GREN = 0, |
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HGRUNT_SENT_ALERT, |
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HGRUNT_SENT_MONSTER, |
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HGRUNT_SENT_COVER, |
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HGRUNT_SENT_THROW, |
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HGRUNT_SENT_CHARGE, |
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HGRUNT_SENT_TAUNT |
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} HGRUNT_SENTENCE_TYPES; |
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#endif // HGRUNT_H
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