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4018 lines
104 KiB
4018 lines
104 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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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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// Based on implementation by Raven City Team, modified by FreeSlave |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "animation.h" |
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#include "talkmonster.h" |
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#include "schedule.h" |
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#include "defaultai.h" |
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#include "scripted.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "customentity.h" |
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#include "decals.h" |
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#include "hgrunt.h" |
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#include "plane.h" |
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//========================================================= |
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// |
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//========================================================= |
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#define FGRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define FGRUNT_LIMP_HEALTH 20 |
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#define FGRUNT_SENTENCE_VOLUME 0.35 |
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#define FGRUNT_9MMAR ( 1 << 0) |
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#define FGRUNT_HANDGRENADE ( 1 << 1) |
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#define FGRUNT_GRENADELAUNCHER ( 1 << 2) |
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#define FGRUNT_SHOTGUN ( 1 << 3) |
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#define FGRUNT_M249 ( 1 << 4) |
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// Torso group for weapons |
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#define FG_TORSO_GROUP 2 |
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#define FG_TORSO_DEFAULT 0 |
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#define FG_TORSO_M249 1 |
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#define FG_TORSO_FLAT 2 |
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#define FG_TORSO_SHOTGUN 3 |
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// Weapon group |
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#define FG_GUN_GROUP 3 |
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#define FG_GUN_MP5 0 |
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#define FG_GUN_SHOTGUN 1 |
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#define FG_GUN_SAW 2 |
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#define FG_GUN_NONE 3 |
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#define CALL_MEDIC_DELAY 6 // Wait before calling for medic again. |
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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_HGRUNT_ALLY_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1, |
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TASK_HGRUNT_ALLY_SPEAK_SENTENCE, |
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TASK_HGRUNT_ALLY_CHECK_FIRE, |
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TASK_HGRUNT_ALLY_FIND_MEDIC, |
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LAST_HGRUNT_ALLY_TASK |
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}; |
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//========================================================= |
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// monster heads |
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//========================================================= |
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// Head group |
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#define FG_HEAD_GROUP 1 |
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enum |
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{ |
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FG_HEAD_MASK, |
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FG_HEAD_BERET, |
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FG_HEAD_SHOTGUN, |
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FG_HEAD_SAW, |
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FG_HEAD_SAW_BLACK, |
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FG_HEAD_MP, |
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FG_HEAD_MAJOR, |
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FG_HEAD_BERET_BLACK, |
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FG_HEAD_COUNT |
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}; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define HGRUNT_ALLY_AE_RELOAD ( 2 ) |
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#define HGRUNT_ALLY_AE_KICK ( 3 ) |
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#define HGRUNT_ALLY_AE_BURST1 ( 4 ) |
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#define HGRUNT_ALLY_AE_BURST2 ( 5 ) |
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#define HGRUNT_ALLY_AE_BURST3 ( 6 ) |
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#define HGRUNT_ALLY_AE_GREN_TOSS ( 7 ) |
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#define HGRUNT_ALLY_AE_GREN_LAUNCH ( 8 ) |
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#define HGRUNT_ALLY_AE_GREN_DROP ( 9 ) |
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#define HGRUNT_ALLY_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define HGRUNT_ALLY_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_HGRUNT_ALLY_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1, |
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SCHED_HGRUNT_ALLY_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_HGRUNT_ALLY_COVER_AND_RELOAD, |
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SCHED_HGRUNT_ALLY_SWEEP, |
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SCHED_HGRUNT_ALLY_FOUND_ENEMY, |
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SCHED_HGRUNT_ALLY_REPEL, |
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SCHED_HGRUNT_ALLY_REPEL_ATTACK, |
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SCHED_HGRUNT_ALLY_REPEL_LAND, |
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SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY, |
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SCHED_HGRUNT_ALLY_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_HGRUNT_ALLY_ELOF_FAIL, |
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SCHED_HGRUNT_ALLY_FIND_MEDIC, |
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LAST_HGRUNT_ALLY_SCHEDULE, |
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}; |
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enum |
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{ |
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SCHED_MEDIC_HEAL = LAST_HGRUNT_ALLY_SCHEDULE, |
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}; |
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class CHFGrunt : public CTalkMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed( void ); |
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int ISoundMask( void ); |
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int Classify ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void CheckAmmo ( void ); |
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void SetActivity ( Activity NewActivity ); |
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void RunTask( Task_t *pTask ); |
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void StartTask( Task_t *pTask ); |
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virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } |
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void KeyValue( KeyValueData *pkvd ); |
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BOOL FCanCheckAttacks ( void ); |
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
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BOOL CheckRangeAttack2 ( float flDot, float flDist ); |
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BOOL CheckMeleeAttack1 ( float flDot, float flDist ); |
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void DeclineFollowing(void); |
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int MaxFollowers() { return 5; } |
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const char* FriendByNumber( int arrayNumber ) { return m_szFriends[FriendNumber(arrayNumber)]; } |
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int NumberOfFriends() { return ARRAYSIZE(m_szFriends); } |
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bool WantsToCallMedic(); |
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bool TryCallForMedic(CBaseEntity* pOther); |
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void PrescheduleThink ( void ); |
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Vector GetGunPosition( void ); |
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void Shoot ( void ); |
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void Shotgun ( void ); |
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void M249 ( void ); |
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CBaseEntity *Kick( void ); |
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// Override these to set behavior |
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Schedule_t *GetScheduleOfType ( int Type ); |
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Schedule_t *GetSchedule ( void ); |
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Schedule_t *PrioritizedSchedule(); |
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MONSTERSTATE GetIdealState ( void ); |
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void AlertSound( void ); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void IdleSound( void ); |
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void GibMonster( void ); |
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void SpeakSentence( void ); |
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void TalkInit( void ); |
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BOOL FOkToSpeak( void ); |
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void JustSpoke( void ); |
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void DropMyItems(BOOL isGibbed); |
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void DropMyItem(const char *entityName, const Vector &vecGunPos, const Vector &vecGunAngles, BOOL isGibbed); |
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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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int IRelationship ( CBaseEntity *pTarget ); |
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BOOL NoFriendlyFire( void ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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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_flMedicWaitTime; |
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bool m_flLinkToggle; |
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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_iSentence; |
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int m_iHead; |
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float m_flLastHitByPlayer; |
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int m_iPlayerHits; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iM249Shell; |
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int m_iM249Link; |
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static const char *pGruntSentences[]; |
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static const char *m_szFriends[3]; |
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static int g_fGruntAllyQuestion; |
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CUSTOM_SCHEDULES |
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protected: |
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void KickImpl(float kickDamage); |
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void PrecacheHelper(); |
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void SpawnHelper(const char* model, float health); |
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const char* SentenceByNumber(int sentence) { |
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return pGruntSentences[sentence]; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_grunt_ally, CHFGrunt ) |
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int CHFGrunt::g_fGruntAllyQuestion = 0; |
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class CMedic : public CHFGrunt |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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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 GibMonster(); |
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void RunTask( Task_t *pTask ); |
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void StartTask( Task_t *pTask ); |
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Schedule_t *GetSchedule ( void ); |
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Schedule_t *GetScheduleOfType(int Type); |
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void OnChangeSchedule( Schedule_t *pNewSchedule ); |
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void StopFollowing( BOOL clearSchedule ); |
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void SetAnswerQuestion(CTalkMonster *pSpeaker); |
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void DropMyItems(BOOL isGibbed); |
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void FirePistol ( const char* shotSound, Bullet bullet ); |
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bool Heal(); |
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void StartFollowingHealTarget(CBaseEntity* pTarget); |
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bool ReadyToHeal(); |
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void StopHealing(); |
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CBaseEntity* HealTarget(); |
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inline bool HasHealTarget() { return HealTarget() != 0; } |
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inline bool HasHealCharge() { return m_flHealCharge >= 1; } |
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bool InHealSchedule(); |
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bool CheckHealCharge(); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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CUSTOM_SCHEDULES |
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float m_flHealCharge; |
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BOOL m_fDepleteLine; |
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BOOL m_fHealing; |
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}; |
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TYPEDESCRIPTION CHFGrunt::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CHFGrunt, m_flNextGrenadeCheck, FIELD_TIME ), |
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DEFINE_FIELD( CHFGrunt, m_flNextPainTime, FIELD_TIME ), |
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DEFINE_FIELD( CHFGrunt, m_vecTossVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CHFGrunt, m_fThrowGrenade, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHFGrunt, m_fStanding, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHFGrunt, m_fFirstEncounter, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHFGrunt, m_cClipSize, FIELD_INTEGER ), |
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DEFINE_FIELD( CHFGrunt, m_iHead, FIELD_INTEGER ), |
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DEFINE_FIELD( CHFGrunt, m_flMedicWaitTime, FIELD_TIME ), |
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DEFINE_FIELD( CHFGrunt, m_flLastHitByPlayer, FIELD_TIME ), |
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DEFINE_FIELD( CHFGrunt, m_iPlayerHits, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CHFGrunt, CTalkMonster ) |
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const char *CHFGrunt::m_szFriends[3] = |
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{ |
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"monster_human_grunt_ally", |
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"monster_human_torch_ally", |
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"monster_human_medic_ally", |
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}; |
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const char *CHFGrunt::pGruntSentences[] = |
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{ |
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"FG_GREN", // grenade scared grunt |
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"FG_ALERT", // sees player |
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"FG_MONSTER", // sees monster |
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"FG_COVER", // running to cover |
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"FG_THROW", // about to throw grenade |
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"FG_CHARGE", // running out to get the enemy |
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"FG_TAUNT", // say rude things |
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}; |
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typedef enum |
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{ |
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FGRUNT_SENT_NONE = -1, |
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FGRUNT_SENT_GREN = 0, |
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FGRUNT_SENT_ALERT, |
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FGRUNT_SENT_MONSTER, |
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FGRUNT_SENT_COVER, |
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FGRUNT_SENT_THROW, |
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FGRUNT_SENT_CHARGE, |
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FGRUNT_SENT_TAUNT, |
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} FGRUNT_SENTENCE_TYPES; |
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//========================================================= |
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// KeyValue |
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// |
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// !!! netname entvar field is used in squadmonster for groupname!!! |
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//========================================================= |
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void CHFGrunt :: KeyValue( KeyValueData *pkvd ) |
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{ |
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if (FStrEq(pkvd->szKeyName, "head")) |
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{ |
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m_iHead = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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{ |
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CTalkMonster::KeyValue( pkvd ); |
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} |
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} |
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//========================================================= |
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// someone else is talking - don't speak |
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//========================================================= |
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BOOL CHFGrunt :: FOkToSpeak( void ) |
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{ |
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// if someone else is talking, don't speak |
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) |
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return FALSE; |
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// if in the grip of a barnacle, don't speak |
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if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE ) |
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{ |
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return FALSE; |
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} |
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// if not alive, certainly don't speak |
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if ( pev->deadflag != DEAD_NO ) |
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{ |
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return FALSE; |
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} |
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if ( pev->spawnflags & SF_MONSTER_GAG ) |
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{ |
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if ( m_MonsterState != MONSTERSTATE_COMBAT ) |
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{ |
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// no talking outside of combat if gagged. |
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return FALSE; |
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} |
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} |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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void CHFGrunt :: JustSpoke( void ) |
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{ |
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0); |
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m_iSentence = FGRUNT_SENT_NONE; |
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} |
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//========================================================= |
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// IRelationship - overridden because Male Assassins are |
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// Human Grunt's nemesis. |
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//========================================================= |
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int CHFGrunt::IRelationship ( CBaseEntity *pTarget ) |
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{ |
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if ( FClassnameIs( pTarget->pev, "monster_male_assassin" ) ) |
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{ |
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return R_NM; |
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} |
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return CTalkMonster::IRelationship( pTarget ); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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//========================================================= |
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// FGruntFail |
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//========================================================= |
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Task_t tlFGruntFail[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT, (float)2 }, |
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{ TASK_WAIT_PVS, (float)0 }, |
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}; |
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Schedule_t slFGruntFail[] = |
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{ |
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{ |
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tlFGruntFail, |
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ARRAYSIZE ( tlFGruntFail ), |
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bits_COND_CAN_RANGE_ATTACK1 | |
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bits_COND_CAN_RANGE_ATTACK2 | |
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bits_COND_CAN_MELEE_ATTACK1 | |
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bits_COND_CAN_MELEE_ATTACK2, |
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0, |
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"FGrunt Fail" |
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}, |
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}; |
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//========================================================= |
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// FGrunt Combat Fail |
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//========================================================= |
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Task_t tlFGruntCombatFail[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT_FACE_ENEMY, (float)2 }, |
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{ TASK_WAIT_PVS, (float)0 }, |
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}; |
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Schedule_t slFGruntCombatFail[] = |
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{ |
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{ |
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tlFGruntCombatFail, |
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ARRAYSIZE ( tlFGruntCombatFail ), |
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bits_COND_CAN_RANGE_ATTACK1 | |
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bits_COND_CAN_RANGE_ATTACK2, |
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0, |
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"FGrunt Combat Fail" |
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}, |
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}; |
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//========================================================= |
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// Victory dance! |
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//========================================================= |
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Task_t tlFGruntVictoryDance[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_FAIL }, |
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{ TASK_STOP_MOVING, (float)0 }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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{ TASK_WAIT, 1.5f }, |
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{ TASK_GET_PATH_TO_ENEMY_CORPSE, 64.0f }, |
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{ TASK_WALK_PATH, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
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}; |
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Schedule_t slFGruntVictoryDance[] = |
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{ |
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{ |
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tlFGruntVictoryDance, |
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ARRAYSIZE ( tlFGruntVictoryDance ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE, |
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0, |
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"FGruntVictoryDance" |
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}, |
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}; |
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//========================================================= |
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// Establish line of fire - move to a position that allows |
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// the grunt to attack. |
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//========================================================= |
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Task_t tlFGruntEstablishLineOfFire[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HGRUNT_ALLY_ELOF_FAIL }, |
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{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
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{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE,(float)0 }, |
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{ TASK_RUN_PATH, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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}; |
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Schedule_t slFGruntEstablishLineOfFire[] = |
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{ |
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{ |
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tlFGruntEstablishLineOfFire, |
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ARRAYSIZE ( tlFGruntEstablishLineOfFire ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_ENEMY_DEAD | |
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bits_COND_CAN_RANGE_ATTACK1 | |
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bits_COND_CAN_MELEE_ATTACK1 | |
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bits_COND_CAN_RANGE_ATTACK2 | |
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bits_COND_CAN_MELEE_ATTACK2 | |
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bits_COND_HEAR_SOUND, |
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|
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bits_SOUND_DANGER, |
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"FGruntEstablishLineOfFire" |
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}, |
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}; |
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//========================================================= |
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// FGruntFoundEnemy - FGrunt established sight with an enemy |
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// that was hiding from the squad. |
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//========================================================= |
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Task_t tlFGruntFoundEnemy[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 }, |
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}; |
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Schedule_t slFGruntFoundEnemy[] = |
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{ |
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{ |
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tlFGruntFoundEnemy, |
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ARRAYSIZE ( tlFGruntFoundEnemy ), |
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bits_COND_HEAR_SOUND, |
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|
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bits_SOUND_DANGER, |
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"FGruntFoundEnemy" |
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}, |
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}; |
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//========================================================= |
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// GruntCombatFace Schedule |
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//========================================================= |
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Task_t tlFGruntCombatFace1[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_FACE_ENEMY, (float)0 }, |
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{ TASK_WAIT, (float)1.5 }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_SWEEP }, |
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}; |
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Schedule_t slFGruntCombatFace[] = |
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{ |
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{ |
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tlFGruntCombatFace1, |
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ARRAYSIZE ( tlFGruntCombatFace1 ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_ENEMY_DEAD | |
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bits_COND_CAN_RANGE_ATTACK1 | |
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bits_COND_CAN_RANGE_ATTACK2, |
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0, |
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"Combat Face" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Suppressing fire - don't stop shooting until the clip is |
|
// empty or FGrunt gets hurt. |
|
//========================================================= |
|
Task_t tlFGruntSignalSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slFGruntSignalSuppress[] = |
|
{ |
|
{ |
|
tlFGruntSignalSuppress, |
|
ARRAYSIZE ( tlFGruntSignalSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
|
|
bits_SOUND_DANGER, |
|
"SignalSuppress" |
|
}, |
|
}; |
|
|
|
Task_t tlFGruntSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slFGruntSuppress[] = |
|
{ |
|
{ |
|
tlFGruntSuppress, |
|
ARRAYSIZE ( tlFGruntSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
|
|
bits_SOUND_DANGER, |
|
"Suppress" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// FGrunt 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 tlFGruntWaitInCover[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)1 }, |
|
}; |
|
|
|
Schedule_t slFGruntWaitInCover[] = |
|
{ |
|
{ |
|
tlFGruntWaitInCover, |
|
ARRAYSIZE ( tlFGruntWaitInCover ), |
|
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, |
|
"FGruntWaitInCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// run to cover. |
|
// !!!BUGBUG - set a decent fail schedule here. |
|
//========================================================= |
|
Task_t tlFGruntTakeCover1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HGRUNT_ALLY_TAKECOVER_FAILED }, |
|
{ TASK_WAIT, (float)0.2 }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_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_HGRUNT_ALLY_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slFGruntTakeCover[] = |
|
{ |
|
{ |
|
tlFGruntTakeCover1, |
|
ARRAYSIZE ( tlFGruntTakeCover1 ), |
|
0, |
|
0, |
|
"TakeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// drop grenade then run to cover. |
|
//========================================================= |
|
Task_t tlFGruntGrenadeCover1[] = |
|
{ |
|
{ 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_HGRUNT_ALLY_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slFGruntGrenadeCover[] = |
|
{ |
|
{ |
|
tlFGruntGrenadeCover1, |
|
ARRAYSIZE ( tlFGruntGrenadeCover1 ), |
|
0, |
|
0, |
|
"GrenadeCover" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// drop grenade then run to cover. |
|
//========================================================= |
|
Task_t tlFGruntTossGrenadeCover1[] = |
|
{ |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_RANGE_ATTACK2, (float)0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, |
|
}; |
|
|
|
Schedule_t slFGruntTossGrenadeCover[] = |
|
{ |
|
{ |
|
tlFGruntTossGrenadeCover1, |
|
ARRAYSIZE ( tlFGruntTossGrenadeCover1 ), |
|
0, |
|
0, |
|
"TossGrenadeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// hide from the loudest sound source (to run from grenade) |
|
//========================================================= |
|
Task_t tlFGruntTakeCoverFromBestSound[] = |
|
{ |
|
{ 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 slFGruntTakeCoverFromBestSound[] = |
|
{ |
|
{ |
|
tlFGruntTakeCoverFromBestSound, |
|
ARRAYSIZE ( tlFGruntTakeCoverFromBestSound ), |
|
0, |
|
0, |
|
"FGruntTakeCoverFromBestSound" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Grunt reload schedule |
|
//========================================================= |
|
Task_t tlFGruntHideReload[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ 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 slFGruntHideReload[] = |
|
{ |
|
{ |
|
tlFGruntHideReload, |
|
ARRAYSIZE ( tlFGruntHideReload ), |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_DEAD | // stop running away if enemy is already dead |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"FGruntHideReload" |
|
} |
|
}; |
|
|
|
//========================================================= |
|
// Do a turning sweep of the area |
|
//========================================================= |
|
Task_t tlFGruntSweep[] = |
|
{ |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
}; |
|
|
|
Schedule_t slFGruntSweep[] = |
|
{ |
|
{ |
|
tlFGruntSweep, |
|
ARRAYSIZE ( tlFGruntSweep ), |
|
|
|
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, |
|
|
|
"FGrunt 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 tlFGruntRangeAttack1A[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slFGruntRangeAttack1A[] = |
|
{ |
|
{ |
|
tlFGruntRangeAttack1A, |
|
ARRAYSIZE ( tlFGruntRangeAttack1A ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_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 tlFGruntRangeAttack1B[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slFGruntRangeAttack1B[] = |
|
{ |
|
{ |
|
tlFGruntRangeAttack1B, |
|
ARRAYSIZE ( tlFGruntRangeAttack1B ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED | |
|
bits_COND_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 tlFGruntRangeAttack2[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_FACE_TOSS_DIR, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. |
|
}; |
|
|
|
Schedule_t slFGruntRangeAttack2[] = |
|
{ |
|
{ |
|
tlFGruntRangeAttack2, |
|
ARRAYSIZE ( tlFGruntRangeAttack2 ), |
|
0, |
|
0, |
|
"RangeAttack2" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlFGruntRepel[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, |
|
}; |
|
|
|
Schedule_t slFGruntRepel[] = |
|
{ |
|
{ |
|
tlFGruntRepel, |
|
ARRAYSIZE ( tlFGruntRepel ), |
|
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 tlFGruntRepelAttack[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY }, |
|
}; |
|
|
|
Schedule_t slFGruntRepelAttack[] = |
|
{ |
|
{ |
|
tlFGruntRepelAttack, |
|
ARRAYSIZE ( tlFGruntRepelAttack ), |
|
bits_COND_ENEMY_OCCLUDED, |
|
0, |
|
"Repel Attack" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel land |
|
//========================================================= |
|
Task_t tlFGruntRepelLand[] = |
|
{ |
|
{ 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 slFGruntRepelLand[] = |
|
{ |
|
{ |
|
tlFGruntRepelLand, |
|
ARRAYSIZE ( tlFGruntRepelLand ), |
|
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" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Find medic. Grunt stops moving and calls the nearest medic, |
|
// if none is around, we don't do much. I don't think I have much |
|
// to put in here, other than to make the grunt stop moving, and |
|
// run the medic calling task, I guess. |
|
//========================================================= |
|
Task_t tlGruntFindMedic[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_HGRUNT_ALLY_FIND_MEDIC, (float)0 }, |
|
{ TASK_WAIT, (float)2 }, |
|
}; |
|
|
|
Schedule_t slGruntFindMedic[] = |
|
{ |
|
{ |
|
tlGruntFindMedic, |
|
ARRAYSIZE ( tlGruntFindMedic ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_SEE_FEAR | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_DANGER, |
|
|
|
"Find Medic" |
|
}, |
|
}; |
|
|
|
Task_t tlGruntFaceTarget[] = |
|
{ |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_FACE_TARGET, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
|
}; |
|
|
|
Schedule_t slGruntFaceTarget[] = |
|
{ |
|
{ |
|
tlGruntFaceTarget, |
|
ARRAYSIZE( tlGruntFaceTarget ), |
|
bits_COND_CLIENT_PUSH | |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_DANGER, |
|
"FaceTarget" |
|
}, |
|
}; |
|
|
|
Task_t tlIdleGruntStand[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. |
|
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position |
|
}; |
|
|
|
Schedule_t slIdleGruntStand[] = |
|
{ |
|
{ |
|
tlIdleGruntStand, |
|
ARRAYSIZE( tlIdleGruntStand ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SMELL | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. |
|
//bits_SOUND_PLAYER | |
|
//bits_SOUND_WORLD | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_MEAT |// scents |
|
bits_SOUND_CARCASS | |
|
bits_SOUND_GARBAGE, |
|
"IdleStand" |
|
}, |
|
}; |
|
|
|
Task_t tlGruntFollow[] = |
|
{ |
|
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
|
}; |
|
|
|
Schedule_t slGruntFollow[] = |
|
{ |
|
{ |
|
tlGruntFollow, |
|
ARRAYSIZE( tlGruntFollow ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_DANGER, |
|
"Follow" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHFGrunt ) |
|
{ |
|
slFGruntFail, |
|
slFGruntCombatFail, |
|
slFGruntVictoryDance, |
|
slFGruntEstablishLineOfFire, |
|
slFGruntFoundEnemy, |
|
slFGruntCombatFace, |
|
slFGruntSignalSuppress, |
|
slFGruntSuppress, |
|
slFGruntWaitInCover, |
|
slFGruntTakeCover, |
|
slFGruntGrenadeCover, |
|
slFGruntTossGrenadeCover, |
|
slFGruntTakeCoverFromBestSound, |
|
slFGruntHideReload, |
|
slFGruntSweep, |
|
slFGruntRangeAttack1A, |
|
slFGruntRangeAttack1B, |
|
slFGruntRangeAttack2, |
|
slFGruntRepel, |
|
slFGruntRepelAttack, |
|
slFGruntRepelLand, |
|
slGruntFindMedic, |
|
slGruntFaceTarget, |
|
slIdleGruntStand, |
|
slGruntFollow, |
|
}; |
|
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHFGrunt, CTalkMonster ) |
|
|
|
void CHFGrunt :: StartTask( Task_t *pTask ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_HGRUNT_ALLY_CHECK_FIRE: |
|
if( !NoFriendlyFire() ) |
|
{ |
|
SetConditions( bits_COND_NOFIRE ); |
|
} |
|
TaskComplete(); |
|
break; |
|
case TASK_HGRUNT_ALLY_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 ); |
|
CTalkMonster ::StartTask( pTask ); |
|
break; |
|
|
|
case TASK_RELOAD: |
|
m_IdealActivity = ACT_RELOAD; |
|
break; |
|
|
|
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR: |
|
break; |
|
|
|
case TASK_FACE_IDEAL: |
|
case TASK_FACE_ENEMY: |
|
CTalkMonster :: StartTask( pTask ); |
|
if (pev->movetype == MOVETYPE_FLY) |
|
{ |
|
m_IdealActivity = ACT_GLIDE; |
|
} |
|
break; |
|
case TASK_HGRUNT_ALLY_FIND_MEDIC: |
|
{ |
|
// First try looking for a medic in my squad |
|
if ( InSquad() ) |
|
{ |
|
CSquadMonster *pSquadLeader = MySquadLeader( ); |
|
if ( pSquadLeader ) |
|
{ |
|
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) |
|
{ |
|
CSquadMonster *pMember = pSquadLeader->MySquadMember(i); |
|
if (pMember != 0 && FClassnameIs(pMember->pev, "monster_human_medic_ally") && TryCallForMedic(pMember)) |
|
{ |
|
TaskComplete(); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
// If not, search bsp. |
|
if ( !TaskIsComplete() ) |
|
{ |
|
// for each medic in this bsp... |
|
CBaseEntity *pFriend = NULL; |
|
TraceResult tr; |
|
Vector vecCheck; |
|
|
|
while( ( pFriend = UTIL_FindEntityByClassname( pFriend, "monster_human_medic_ally" ) ) ) |
|
{ |
|
if( pFriend == this || !pFriend->IsAlive() ) |
|
// don't talk to self or dead people |
|
continue; |
|
vecCheck = pFriend->pev->origin; |
|
vecCheck.z = pFriend->pev->absmax.z; |
|
|
|
UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT( pev ), &tr ); |
|
|
|
if( tr.flFraction == 1.0 ) |
|
{ |
|
if (TryCallForMedic(pFriend)) |
|
{ |
|
TaskComplete(); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
if ( !TaskIsComplete() ) |
|
{ |
|
TaskFail(); |
|
} |
|
m_flMedicWaitTime = CALL_MEDIC_DELAY + gpGlobals->time; |
|
} |
|
break; |
|
default: |
|
CTalkMonster :: StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
void CHFGrunt :: RunTask( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
|
|
case TASK_HGRUNT_ALLY_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: |
|
{ |
|
CTalkMonster :: RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
} |
|
//========================================================= |
|
// GibMonster - make gun fly through the air. |
|
//========================================================= |
|
void CHFGrunt :: GibMonster ( void ) |
|
{ |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
if ( GetBodygroup( FG_GUN_GROUP ) != FG_GUN_NONE ) |
|
{// throw a gun if the grunt has one |
|
DropMyItems(TRUE); |
|
} |
|
|
|
CTalkMonster::GibMonster(); |
|
} |
|
|
|
void CHFGrunt::DropMyItem(const char* entityName, const Vector& vecGunPos, const Vector& vecGunAngles, BOOL isGibbed) |
|
{ |
|
CBaseEntity* pGun = DropItem(entityName, vecGunPos, vecGunAngles); |
|
if (pGun && isGibbed) { |
|
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 ); |
|
} |
|
} |
|
|
|
void CHFGrunt::DropMyItems(BOOL isGibbed) |
|
{ |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
if (!isGibbed) { |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE ); |
|
} |
|
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN )) |
|
{ |
|
DropMyItem( "weapon_shotgun", vecGunPos, vecGunAngles, isGibbed ); |
|
} |
|
else if (FBitSet( pev->weapons, FGRUNT_9MMAR )) |
|
{ |
|
DropMyItem( "weapon_9mmAR", vecGunPos, vecGunAngles, isGibbed ); |
|
} |
|
else if (FBitSet( pev->weapons, FGRUNT_M249 )) |
|
{ |
|
DropMyItem( "weapon_m249", vecGunPos, vecGunAngles, isGibbed ); |
|
} |
|
|
|
if (FBitSet( pev->weapons, FGRUNT_GRENADELAUNCHER )) |
|
{ |
|
DropMyItem( "ammo_ARgrenades", isGibbed ? vecGunPos : BodyTarget( pev->origin ), vecGunAngles, isGibbed ); |
|
} |
|
pev->weapons = 0; |
|
} |
|
|
|
void CHFGrunt::SpeakSentence( void ) |
|
{ |
|
if( m_iSentence == FGRUNT_SENT_NONE ) |
|
{ |
|
// no sentence cued up. |
|
return; |
|
} |
|
|
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), SentenceByNumber(m_iSentence), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// ISoundMask - returns a bit mask indicating which types |
|
// of sounds this monster regards. |
|
//========================================================= |
|
int CHFGrunt :: ISoundMask ( void) |
|
{ |
|
return bits_SOUND_WORLD | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_CARCASS | |
|
bits_SOUND_MEAT | |
|
bits_SOUND_GARBAGE | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER; |
|
} |
|
//========================================================= |
|
// CheckAmmo - overridden for the grunt because he actually |
|
// uses ammo! (base class doesn't) |
|
//========================================================= |
|
void CHFGrunt :: CheckAmmo ( void ) |
|
{ |
|
if ( pev->weapons != 0 && m_cAmmoLoaded <= 0 ) |
|
{ |
|
SetConditions(bits_COND_NO_AMMO_LOADED); |
|
} |
|
} |
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CHFGrunt :: Classify ( void ) |
|
{ |
|
return CLASS_PLAYER_ALLY_MILITARY; |
|
} |
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CHFGrunt :: 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; |
|
} |
|
|
|
|
|
//========================================================= |
|
// PrescheduleThink - this function runs after conditions |
|
// are collected and before scheduling code is run. |
|
//========================================================= |
|
void CHFGrunt :: PrescheduleThink ( void ) |
|
{ |
|
if ( InSquad() && m_hEnemy != 0 ) |
|
{ |
|
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; |
|
} |
|
} |
|
} |
|
CTalkMonster::PrescheduleThink(); |
|
} |
|
|
|
bool CHFGrunt::WantsToCallMedic() |
|
{ |
|
return pev->health <= pev->max_health * 0.5 && ( m_flMedicWaitTime < gpGlobals->time ); |
|
} |
|
|
|
bool CHFGrunt::TryCallForMedic(CBaseEntity* pOther) |
|
{ |
|
if ( pOther && pOther != this && pOther->pev->deadflag == DEAD_NO ) |
|
{ |
|
CMedic* medic = (CMedic*)pOther->MySquadMonsterPointer(); |
|
|
|
if ( medic != 0 && medic->ReadyToHeal() ) |
|
{ |
|
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/medic.wav", 1, ATTN_NORM, 0, GetVoicePitch()); |
|
ALERT( at_aiconsole, "Injured %s called for %s\n", STRING(pev->classname), STRING(medic->pev->classname) ); |
|
medic->StartFollowingHealTarget(this); |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
//========================================================= |
|
// 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 CHFGrunt :: FCanCheckAttacks ( void ) |
|
{ |
|
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) |
|
{ |
|
return TRUE; |
|
} |
|
else |
|
{ |
|
return FALSE; |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
// CheckMeleeAttack1 |
|
//========================================================= |
|
BOOL CHFGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) |
|
{ |
|
CBaseMonster *pEnemy; |
|
|
|
if ( m_hEnemy != 0 ) |
|
{ |
|
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 CHFGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) |
|
{ |
|
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() && GetBodygroup( FG_GUN_GROUP ) != FG_GUN_NONE ) |
|
{ |
|
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, ENT(pev), &tr); |
|
|
|
if ( tr.flFraction == 1.0 ) |
|
{ |
|
return TRUE; |
|
} |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// CheckRangeAttack2 - this checks the Grunt's grenade |
|
// attack. |
|
//========================================================= |
|
BOOL CHFGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) |
|
{ |
|
if (! FBitSet(pev->weapons, (FGRUNT_HANDGRENADE | FGRUNT_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, FGRUNT_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.fgruntGrenadeSpeed) * m_hEnemy->pev->velocity; |
|
} |
|
|
|
// are any of my allies near the intended grenade impact area? |
|
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; |
|
return m_fThrowGrenade; //AJH need this or it is overridden later. |
|
} |
|
|
|
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, FGRUNT_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.fgruntGrenadeSpeed, 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; |
|
} |
|
//========================================================= |
|
//========================================================= |
|
CBaseEntity *CHFGrunt :: 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 ); |
|
if (pEntity && IRelationship(pEntity) != R_AL) |
|
return pEntity; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
void CHFGrunt::KickImpl(float kickDamage) |
|
{ |
|
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, kickDamage, DMG_CLUB ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetGunPosition return the end of the barrel |
|
//========================================================= |
|
|
|
Vector CHFGrunt :: GetGunPosition( ) |
|
{ |
|
if (m_fStanding ) |
|
{ |
|
return pev->origin + Vector( 0, 0, 60 ); |
|
} |
|
else |
|
{ |
|
return pev->origin + Vector( 0, 0, 48 ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CHFGrunt :: Shoot ( void ) |
|
{ |
|
if (m_hEnemy == 0 ) |
|
{ |
|
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_4DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
//WeaponFlash ( vecShootOrigin ); |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CHFGrunt :: Shotgun ( void ) |
|
{ |
|
if (m_hEnemy == 0) |
|
{ |
|
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.fgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_9DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
//WeaponFlash ( vecShootOrigin ); |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CHFGrunt :: M249 ( void ) |
|
{ |
|
if (m_hEnemy == 0 ) |
|
{ |
|
return; |
|
} |
|
|
|
switch ( RANDOM_LONG(0,2) ) |
|
{ |
|
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM ); break; |
|
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM ); break; |
|
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM ); break; |
|
} |
|
|
|
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); |
|
|
|
m_flLinkToggle = !m_flLinkToggle; |
|
|
|
if (!m_flLinkToggle) |
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iM249Shell, TE_BOUNCE_SHELL); |
|
else |
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iM249Link, TE_BOUNCE_SHELL); |
|
|
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_6DEGREES, 2048, BULLET_MONSTER_556 ); // shoot +-5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
//WeaponFlash ( vecShootOrigin ); |
|
|
|
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 CHFGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
Vector vecShootDir; |
|
Vector vecShootOrigin; |
|
|
|
switch( pEvent->event ) |
|
{ |
|
case HGRUNT_ALLY_AE_DROP_GUN: |
|
{ |
|
if (GetBodygroup(FG_GUN_GROUP) != FG_GUN_NONE) |
|
DropMyItems(FALSE); |
|
SetUse( NULL ); |
|
} |
|
break; |
|
|
|
case HGRUNT_ALLY_AE_RELOAD: |
|
if (FBitSet( pev->weapons, FGRUNT_9MMAR | FGRUNT_SHOTGUN )) |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); |
|
} |
|
else if (FBitSet( pev->weapons, FGRUNT_M249 )) |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_reload2.wav", 1, ATTN_NORM ); |
|
} |
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions(bits_COND_NO_AMMO_LOADED); |
|
break; |
|
|
|
case HGRUNT_ALLY_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_ALLY_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_EASY) |
|
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_ALLY_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_ALLY_AE_BURST1: |
|
{ |
|
if ( FBitSet( pev->weapons, FGRUNT_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 if ( FBitSet( pev->weapons, FGRUNT_SHOTGUN )) |
|
{ |
|
Shotgun( ); |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); |
|
} |
|
else |
|
{ |
|
M249( ); |
|
} |
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
|
} |
|
break; |
|
|
|
case HGRUNT_ALLY_AE_BURST2: |
|
case HGRUNT_ALLY_AE_BURST3: |
|
if ( FBitSet( pev->weapons, FGRUNT_9MMAR )) |
|
Shoot(); |
|
else if ( FBitSet( pev->weapons, FGRUNT_M249 )) |
|
M249(); |
|
break; |
|
|
|
case HGRUNT_ALLY_AE_KICK: |
|
{ |
|
KickImpl(gSkillData.fgruntDmgKick); |
|
} |
|
break; |
|
|
|
case HGRUNT_ALLY_AE_CAUGHT_ENEMY: |
|
{ |
|
if ( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), SentenceByNumber(FGRUNT_SENT_ALERT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
break; |
|
} |
|
|
|
default: |
|
CTalkMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CHFGrunt :: Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SpawnHelper("models/hgrunt_opfor.mdl", gSkillData.fgruntHealth); |
|
|
|
if ( m_iHead <= -2 ) |
|
{ |
|
// skip major and MP heads |
|
m_iHead = RANDOM_LONG(0, FG_HEAD_SAW_BLACK+1); |
|
if (m_iHead == FG_HEAD_SAW_BLACK+1) { |
|
m_iHead = FG_HEAD_BERET_BLACK; |
|
} |
|
} |
|
else if ( m_iHead == -1 ) |
|
{ |
|
if (FBitSet(pev->spawnflags, SF_SQUADMONSTER_LEADER)) |
|
{ |
|
m_iHead = RANDOM_LONG(0,1) ? FG_HEAD_BERET : FG_HEAD_BERET_BLACK; |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_SHOTGUN)) |
|
{ |
|
m_iHead = FG_HEAD_SHOTGUN; |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_9MMAR)) |
|
{ |
|
m_iHead = FG_HEAD_MASK; |
|
} |
|
else if (FBitSet(pev->weapons, FGRUNT_M249)) |
|
{ |
|
m_iHead = RANDOM_LONG(FG_HEAD_SAW, FG_HEAD_SAW_BLACK); |
|
} |
|
else if (pev->weapons == 0) |
|
{ |
|
m_iHead = FG_HEAD_MP; |
|
} |
|
else |
|
m_iHead = FG_HEAD_MASK; |
|
} |
|
else if ( m_iHead >= FG_HEAD_COUNT ) |
|
m_iHead = FG_HEAD_MASK; |
|
|
|
if (FBitSet( pev->weapons, FGRUNT_9MMAR )) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_MP5 ); |
|
m_cClipSize = FGRUNT_CLIP_SIZE; |
|
} |
|
else if (FBitSet( pev->weapons, FGRUNT_SHOTGUN )) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SHOTGUN ); |
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_SHOTGUN ); |
|
m_cClipSize = 8; |
|
} |
|
else if (FBitSet( pev->weapons, FGRUNT_M249 )) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SAW ); |
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_M249 ); |
|
m_cClipSize = FGRUNT_CLIP_SIZE; |
|
} |
|
else |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE ); |
|
m_cClipSize = 0; |
|
} |
|
|
|
SetBodygroup( FG_HEAD_GROUP, m_iHead ); |
|
|
|
m_cAmmoLoaded = m_cClipSize; |
|
|
|
MonsterInit(); |
|
SetUse( &CTalkMonster::FollowerUse ); |
|
} |
|
|
|
void CHFGrunt::SpawnHelper(const char *model, float health) |
|
{ |
|
SET_MODEL( ENT( 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->health = health; |
|
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin. |
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; |
|
m_flNextPainTime = gpGlobals->time; |
|
|
|
m_afCapability = bits_CAP_HEAR | 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 ); |
|
m_flLastHitByPlayer = gpGlobals->time; |
|
m_iPlayerHits = 0; |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CHFGrunt :: Precache() |
|
{ |
|
PRECACHE_MODEL("models/hgrunt_opfor.mdl"); |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); |
|
|
|
PRECACHE_SOUND("weapons/saw_fire1.wav" ); |
|
PRECACHE_SOUND("weapons/saw_fire2.wav" ); |
|
PRECACHE_SOUND("weapons/saw_fire3.wav" ); |
|
|
|
PrecacheHelper(); |
|
|
|
PRECACHE_SOUND("hgrunt/gr_reload1.wav"); |
|
|
|
PRECACHE_SOUND("weapons/saw_reload2.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 |
|
|
|
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");// shotgun shell |
|
m_iM249Shell = PRECACHE_MODEL ("models/saw_shell.mdl");// saw shell |
|
m_iM249Link = PRECACHE_MODEL ("models/saw_link.mdl");// saw link |
|
|
|
TalkInit(); |
|
switch ( m_iHead ) { |
|
case FG_HEAD_SHOTGUN: |
|
case FG_HEAD_SAW_BLACK: |
|
case FG_HEAD_BERET_BLACK: |
|
m_voicePitch = 90; |
|
break; |
|
default: |
|
m_voicePitch = 100; |
|
break; |
|
} |
|
|
|
CTalkMonster::Precache(); |
|
} |
|
|
|
void CHFGrunt::PrecacheHelper() |
|
{ |
|
PRECACHE_SOUND("fgrunt/gr_pain1.wav"); |
|
PRECACHE_SOUND("fgrunt/gr_pain2.wav"); |
|
PRECACHE_SOUND("fgrunt/gr_pain3.wav"); |
|
PRECACHE_SOUND("fgrunt/gr_pain4.wav"); |
|
PRECACHE_SOUND("fgrunt/gr_pain5.wav"); |
|
PRECACHE_SOUND("fgrunt/gr_pain6.wav"); |
|
|
|
PRECACHE_SOUND("fgrunt/death1.wav"); |
|
PRECACHE_SOUND("fgrunt/death2.wav"); |
|
PRECACHE_SOUND("fgrunt/death3.wav"); |
|
PRECACHE_SOUND("fgrunt/death4.wav"); |
|
PRECACHE_SOUND("fgrunt/death5.wav"); |
|
PRECACHE_SOUND("fgrunt/death6.wav"); |
|
|
|
PRECACHE_SOUND("fgrunt/medic.wav"); |
|
|
|
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
|
} |
|
|
|
// Init talk data |
|
void CHFGrunt :: TalkInit() |
|
{ |
|
CTalkMonster::TalkInit(); |
|
|
|
m_szGrp[TLK_ANSWER] = "FG_ANSWER"; |
|
m_szGrp[TLK_QUESTION] = "FG_QUESTION"; |
|
m_szGrp[TLK_IDLE] = "FG_IDLE"; |
|
m_szGrp[TLK_STARE] = "FG_STARE"; |
|
m_szGrp[TLK_USE] = "FG_OK"; |
|
m_szGrp[TLK_UNUSE] = "FG_WAIT"; |
|
//m_szGrp[TLK_DECLINE] = "FG_STOP"; |
|
m_szGrp[TLK_STOP] = "FG_STOP"; |
|
|
|
/* FG_SCARED in opfor has sentences more suitable for FG_HEAR. |
|
* Disabling for now. |
|
*/ |
|
//m_szGrp[TLK_NOSHOOT] = "FG_SCARED"; |
|
m_szGrp[TLK_HELLO] = "FG_HELLO"; |
|
|
|
m_szGrp[TLK_PLHURT1] = "FG_CURE"; |
|
m_szGrp[TLK_PLHURT2] = "FG_CURE"; |
|
m_szGrp[TLK_PLHURT3] = "FG_CURE"; |
|
|
|
m_szGrp[TLK_SMELL] = "FG_SMELL"; |
|
|
|
m_szGrp[TLK_WOUND] = "FG_WOUND"; |
|
m_szGrp[TLK_MORTAL] = "FG_MORTAL"; |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CHFGrunt :: PainSound ( void ) |
|
{ |
|
if ( gpGlobals->time > m_flNextPainTime ) |
|
{ |
|
switch ( RANDOM_LONG(0,5) ) |
|
{ |
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 5: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain6.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
} |
|
m_flNextPainTime = gpGlobals->time + 1; |
|
} |
|
} |
|
|
|
void CHFGrunt::AlertSound() |
|
{ |
|
if (m_hEnemy !=0 && FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "FG_ATTACK", FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CHFGrunt :: DeathSound ( void ) |
|
{ |
|
switch (RANDOM_LONG(0,5)) |
|
{ |
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
case 5: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death6.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; |
|
} |
|
} |
|
|
|
|
|
void CHFGrunt::IdleSound() |
|
{ |
|
if (FOkToSpeak() && (g_fGruntAllyQuestion || RANDOM_LONG(0,1))) |
|
{ |
|
const float duration = RANDOM_FLOAT(1.5, 2.5); |
|
if (g_fGruntAllyQuestion) |
|
{ |
|
switch (g_fGruntAllyQuestion) { |
|
case 1: |
|
PlaySentence( "FG_CLEAR", duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE ); |
|
break; |
|
case 2: |
|
PlaySentence( m_szGrp[TLK_ANSWER], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE ); |
|
break; |
|
default: |
|
break; |
|
} |
|
g_fGruntAllyQuestion = 0; |
|
} |
|
else |
|
{ |
|
switch (RANDOM_LONG(0,2)) { |
|
case 0: |
|
PlaySentence( "FG_CHECK", duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE ); |
|
g_fGruntAllyQuestion = 1; |
|
break; |
|
case 1: |
|
PlaySentence( m_szGrp[TLK_QUESTION], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE ); |
|
g_fGruntAllyQuestion = 2; |
|
break; |
|
case 2: |
|
PlaySentence( m_szGrp[TLK_IDLE], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE ); |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
m_iSentence = FGRUNT_SENT_NONE; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// TraceAttack - make sure we're not taking it in the helmet |
|
//========================================================= |
|
void CHFGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
|
{ |
|
// reduce damage on vest |
|
if (ptr->iHitgroup == HITGROUP_CHEST || ptr->iHitgroup == HITGROUP_STOMACH) |
|
{ |
|
if (bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST )) |
|
{ |
|
flDamage *= 0.5; |
|
} |
|
} |
|
// check for helmet shot |
|
if (ptr->iHitgroup == 11) |
|
{ |
|
// make sure we're wearing one |
|
if (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; |
|
} |
|
CTalkMonster::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 CHFGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
Forget( bits_MEMORY_INCOVER ); |
|
|
|
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
|
if( !IsAlive() || pev->deadflag == DEAD_DYING ) |
|
return ret; |
|
|
|
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) ) |
|
{ |
|
// This is a heurstic to determine if the player intended to harm me |
|
// If I have an enemy, we can't establish intent (may just be crossfire) |
|
if( m_hEnemy == 0 ) |
|
{ |
|
// If the player was facing directly at me, or I'm already suspicious, get mad |
|
if( (( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin )) && gpGlobals->time - m_flLastHitByPlayer < 4.0 && m_iPlayerHits >= 3 ) |
|
{ |
|
// Alright, now I'm pissed! |
|
PlaySentence( "FG_MAD", 4, VOL_NORM, ATTN_NORM ); |
|
|
|
Remember( bits_MEMORY_PROVOKED ); |
|
StopFollowing( TRUE ); |
|
} |
|
else |
|
{ |
|
if ( gpGlobals->time - m_flLastHitByPlayer >= 4.0 ) |
|
m_iPlayerHits = 0; |
|
m_iPlayerHits++; |
|
m_flLastHitByPlayer = gpGlobals->time; |
|
|
|
// Hey, be careful with that |
|
PlaySentence( "FG_SHOT", 4, VOL_NORM, ATTN_NORM ); |
|
Remember( bits_MEMORY_SUSPICIOUS ); |
|
} |
|
} |
|
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) |
|
{ |
|
PlaySentence( "FG_SHOT", 4, VOL_NORM, ATTN_NORM ); |
|
} |
|
} |
|
return ret; |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
Schedule_t* CHFGrunt :: GetScheduleOfType ( int Type ) |
|
{ |
|
Schedule_t *psched; |
|
|
|
switch( Type ) |
|
{ |
|
// Hook these to make a looping schedule |
|
case SCHED_TARGET_FACE: |
|
// call base class default so that barney will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType( Type ); |
|
|
|
if( psched == slIdleStand ) |
|
return slGruntFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
case SCHED_TARGET_CHASE: |
|
return slGruntFollow; |
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType( Type ); |
|
|
|
if( psched == slIdleStand ) |
|
{ |
|
// just look straight ahead. |
|
return slIdleGruntStand; |
|
} |
|
else |
|
return psched; |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
{ |
|
return &slFGruntTakeCover[ 0 ]; |
|
} |
|
break; |
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
|
{ |
|
return &slFGruntTakeCoverFromBestSound[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_TAKECOVER_FAILED: |
|
{ |
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType ( SCHED_FAIL ); |
|
} |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_ELOF_FAIL: |
|
{ |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE: |
|
{ |
|
return &slFGruntEstablishLineOfFire[ 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 &slFGruntRangeAttack1B[ 0 ]; |
|
else |
|
return &slFGruntRangeAttack1A[ 0 ]; |
|
} |
|
break; |
|
case SCHED_RANGE_ATTACK2: |
|
{ |
|
return &slFGruntRangeAttack2[ 0 ]; |
|
} |
|
break; |
|
case SCHED_COMBAT_FACE: |
|
{ |
|
return &slFGruntCombatFace[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY: |
|
{ |
|
return &slFGruntWaitInCover[ 0 ]; |
|
} |
|
case SCHED_HGRUNT_ALLY_SWEEP: |
|
{ |
|
return &slFGruntSweep[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_COVER_AND_RELOAD: |
|
{ |
|
return &slFGruntHideReload[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_FOUND_ENEMY: |
|
{ |
|
return &slFGruntFoundEnemy[ 0 ]; |
|
} |
|
break; |
|
case SCHED_VICTORY_DANCE: |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
if ( !IsLeader() ) |
|
{ |
|
return &slFGruntFail[ 0 ]; |
|
} |
|
} |
|
if ( m_hTalkTarget != 0 ) |
|
{ |
|
return &slFGruntFail[ 0 ]; |
|
} |
|
|
|
return &slFGruntVictoryDance[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_SUPPRESS: |
|
{ |
|
if ( m_fFirstEncounter ) |
|
{ |
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy |
|
return &slFGruntSignalSuppress[ 0 ]; |
|
} |
|
else |
|
{ |
|
return &slFGruntSuppress[ 0 ]; |
|
} |
|
} |
|
break; |
|
case SCHED_FAIL: |
|
{ |
|
if ( m_hEnemy != 0 ) |
|
{ |
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover. |
|
return &slFGruntCombatFail[ 0 ]; |
|
} |
|
|
|
return &slFGruntFail[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_REPEL: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slFGruntRepel[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_REPEL_ATTACK: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slFGruntRepelAttack[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_REPEL_LAND: |
|
{ |
|
return &slFGruntRepelLand[ 0 ]; |
|
} |
|
break; |
|
case SCHED_HGRUNT_ALLY_FIND_MEDIC: |
|
{ |
|
return slGruntFindMedic; |
|
} |
|
break; |
|
default: |
|
{ |
|
return CTalkMonster :: GetScheduleOfType ( Type ); |
|
} |
|
} |
|
} |
|
//========================================================= |
|
// SetActivity |
|
//========================================================= |
|
void CHFGrunt :: 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, FGRUNT_SHOTGUN)) |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_shotgun" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_shotgun" ); |
|
} |
|
} |
|
else if (FBitSet( pev->weapons, FGRUNT_M249 )) |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_saw" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_saw" ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_mp5" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_mp5" ); |
|
} |
|
} |
|
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 & FGRUNT_HANDGRENADE ) |
|
{ |
|
// get toss anim |
|
iSequence = LookupSequence( "throwgrenade" ); |
|
} |
|
else if ( pev->weapons & FGRUNT_GRENADELAUNCHER ) |
|
{ |
|
// get launch anim |
|
iSequence = LookupSequence( "launchgrenade" ); |
|
} |
|
break; |
|
case ACT_RUN: |
|
if ( pev->health <= FGRUNT_LIMP_HEALTH ) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity ( ACT_RUN_HURT ); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity ( NewActivity ); |
|
} |
|
break; |
|
case ACT_WALK: |
|
if ( pev->health <= FGRUNT_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; |
|
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) |
|
} |
|
} |
|
//========================================================= |
|
// GetSchedule - Decides which type of schedule best suits |
|
// the monster's current state and conditions. Then calls |
|
// monster's member function to get a pointer to a schedule |
|
// of the proper type. |
|
//========================================================= |
|
Schedule_t* CHFGrunt::PrioritizedSchedule() |
|
{ |
|
// 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_HGRUNT_ALLY_REPEL_LAND ); |
|
} |
|
else |
|
{ |
|
// repel down a rope, |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_ATTACK ); |
|
else |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_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), SentenceByNumber(FGRUNT_SENT_GREN), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
} |
|
} |
|
return NULL; |
|
} |
|
|
|
Schedule_t *CHFGrunt :: GetSchedule ( void ) |
|
{ |
|
Schedule_t* prioritizedSchedule = PrioritizedSchedule(); |
|
if (prioritizedSchedule) |
|
return prioritizedSchedule; |
|
|
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) |
|
{ |
|
PlaySentence( "FG_KILL", 4, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
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 CTalkMonster::GetSchedule(); |
|
} |
|
// new enemy |
|
if ( HasConditions(bits_COND_NEW_ENEMY) ) |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
|
|
if ( !IsLeader() ) |
|
{ |
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
else |
|
{ |
|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a |
|
// monster and has made it the squad's enemy. You |
|
// can check pev->flags for FL_CLIENT to determine whether this is the player |
|
// or a monster. He's going to immediately start |
|
// firing, though. If you'd like, we can make an alternate "first sight" |
|
// schedule where the leader plays a handsign anim |
|
// that gives us enough time to hear a short sentence or spoken command |
|
// before he starts pluggin away. |
|
if (FOkToSpeak())// && RANDOM_LONG(0,1)) |
|
{ |
|
|
|
if (m_hEnemy != 0) |
|
{ |
|
if ( ( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) && |
|
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) && |
|
( m_hEnemy->Classify() != CLASS_HUMAN_MILITARY ) && |
|
( m_hEnemy->Classify() != CLASS_MACHINE ) ) |
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_MONSTER), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
else |
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_ALERT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
} |
|
|
|
JustSpoke(); |
|
} |
|
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_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_HGRUNT_ALLY_COVER_AND_RELOAD ); |
|
} |
|
|
|
// damaged just a little |
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
{ |
|
// if hurt: |
|
// 90% chance of taking cover |
|
// 10% chance of flinch. |
|
|
|
int iPercent = RANDOM_LONG(0,99); |
|
|
|
if ( iPercent <= 90 && m_hEnemy != 0 ) |
|
{ |
|
if (FOkToSpeak()) |
|
{ |
|
m_iSentence = FGRUNT_SENT_COVER; |
|
} |
|
// only try to take cover if we actually have an enemy! |
|
|
|
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, FGRUNT_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_HGRUNT_ALLY_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), SentenceByNumber(FGRUNT_SENT_THROW), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
if( FOkToSpeak() ) |
|
{ |
|
m_iSentence = FGRUNT_SENT_CHARGE; |
|
} |
|
return GetScheduleOfType( SCHED_HGRUNT_ALLY_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), SentenceByNumber(FGRUNT_SENT_TAUNT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_STANDOFF ); |
|
} |
|
} |
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
break; |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_RELOAD ); |
|
} |
|
if ( WantsToCallMedic() ) |
|
{ |
|
return GetScheduleOfType( SCHED_HGRUNT_ALLY_FIND_MEDIC ); |
|
} |
|
|
|
if( m_hEnemy == 0 && IsFollowing() ) |
|
{ |
|
if( !m_hTargetEnt->IsAlive() ) |
|
{ |
|
// UNDONE: Comment about the recently dead player here? |
|
StopFollowing( FALSE ); |
|
break; |
|
} |
|
else |
|
{ |
|
if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); |
|
} |
|
return GetScheduleOfType( SCHED_TARGET_FACE ); |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MOVE_AWAY ); |
|
} |
|
|
|
// try to say something about smells |
|
TrySmellTalk(); |
|
break; |
|
} |
|
|
|
return CTalkMonster :: GetSchedule(); |
|
} |
|
MONSTERSTATE CHFGrunt :: GetIdealState ( void ) |
|
{ |
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
BOOL CHFGrunt::NoFriendlyFire( void ) |
|
{ |
|
CPlane backPlane; |
|
CPlane leftPlane; |
|
CPlane rightPlane; |
|
|
|
Vector vecLeftSide; |
|
Vector vecRightSide; |
|
Vector v_left; |
|
Vector v_dir; |
|
|
|
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!! |
|
if( m_hEnemy != 0 ) |
|
{ |
|
UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) ); |
|
} |
|
else |
|
{ |
|
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot. |
|
return FALSE; |
|
} |
|
|
|
v_dir = gpGlobals->v_right * ( pev->size.x * 1.5f ); |
|
vecLeftSide = pev->origin - v_dir; |
|
vecRightSide = pev->origin + v_dir; |
|
|
|
v_left = gpGlobals->v_right * -1.0f; |
|
|
|
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide ); |
|
rightPlane.InitializePlane( v_left, vecRightSide ); |
|
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin ); |
|
/* |
|
ALERT( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist ); |
|
ALERT( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist ); |
|
ALERT( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist ); |
|
*/ |
|
for( int k = 1; k <= gpGlobals->maxClients; k++ ) |
|
{ |
|
CBaseEntity* pPlayer = UTIL_PlayerByIndex(k); |
|
if (pPlayer && pPlayer->IsPlayer() && IRelationship(pPlayer) == R_AL && pPlayer->IsAlive()) |
|
{ |
|
if( backPlane.PointInFront( pPlayer->pev->origin ) && |
|
leftPlane.PointInFront( pPlayer->pev->origin ) && |
|
rightPlane.PointInFront( pPlayer->pev->origin ) ) |
|
{ |
|
ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname)); |
|
// player is in the check volume! Don't shoot! |
|
return FALSE; |
|
} |
|
} |
|
} |
|
|
|
if( !InSquad() ) |
|
{ |
|
return TRUE; |
|
} |
|
CSquadMonster *pSquadLeader = MySquadLeader(); |
|
for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) |
|
{ |
|
CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); |
|
if( pMember && pMember != this ) |
|
{ |
|
if( backPlane.PointInFront( pMember->pev->origin ) && |
|
leftPlane.PointInFront( pMember->pev->origin ) && |
|
rightPlane.PointInFront( pMember->pev->origin ) ) |
|
{ |
|
// this guy is in the check volume! Don't shoot! |
|
return FALSE; |
|
} |
|
} |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
void CHFGrunt::DeclineFollowing( void ) |
|
{ |
|
PlaySentence( "FG_POK", 2, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
//========================================================= |
|
// CHFGruntRepel - when triggered, spawns a |
|
// repelling down a line. |
|
//========================================================= |
|
|
|
class CTalkMonsterRepel : public CHGruntRepel |
|
{ |
|
public: |
|
void KeyValue(KeyValueData* pkvd); |
|
void PrepareBeforeSpawn(CBaseEntity* pEntity); |
|
|
|
int Save( CSave &save ); |
|
int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
string_t m_iszUse; |
|
string_t m_iszUnUse; |
|
}; |
|
|
|
TYPEDESCRIPTION CTalkMonsterRepel::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CTalkMonsterRepel, m_iszUse, FIELD_STRING ), |
|
DEFINE_FIELD( CTalkMonsterRepel, m_iszUnUse, FIELD_STRING ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CTalkMonsterRepel, CHGruntRepel ) |
|
|
|
void CTalkMonsterRepel::KeyValue(KeyValueData *pkvd) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "UseSentence" ) ) |
|
{ |
|
m_iszUse = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "UnUseSentence" ) ) |
|
{ |
|
m_iszUnUse = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CHGruntRepel::KeyValue( pkvd ); |
|
} |
|
|
|
void CTalkMonsterRepel::PrepareBeforeSpawn(CBaseEntity *pEntity) |
|
{ |
|
if (FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER)) |
|
{ |
|
SetBits(pEntity->pev->spawnflags, SF_MONSTER_PREDISASTER); |
|
} |
|
|
|
CTalkMonster* monster = (CTalkMonster*)pEntity; |
|
monster->m_iszUse = m_iszUse; |
|
monster->m_iszUnUse = m_iszUnUse; |
|
} |
|
|
|
class CHFGruntRepel : public CTalkMonsterRepel |
|
{ |
|
public: |
|
void KeyValue(KeyValueData* pkvd); |
|
const char* TrooperName() { |
|
return "monster_human_grunt_ally"; |
|
} |
|
void PrepareBeforeSpawn(CBaseEntity* pEntity); |
|
|
|
int Save( CSave &save ); |
|
int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
int m_iGruntHead; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_grunt_ally_repel, CHFGruntRepel ) |
|
|
|
TYPEDESCRIPTION CHFGruntRepel::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CHFGruntRepel, m_iGruntHead, FIELD_INTEGER ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CHFGruntRepel, CTalkMonsterRepel ) |
|
|
|
void CHFGruntRepel::KeyValue(KeyValueData *pkvd) |
|
{ |
|
if( FStrEq(pkvd->szKeyName, "head" ) ) |
|
{ |
|
m_iGruntHead = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CTalkMonsterRepel::KeyValue( pkvd ); |
|
} |
|
|
|
void CHFGruntRepel::PrepareBeforeSpawn(CBaseEntity *pEntity) |
|
{ |
|
CHFGrunt* grunt = (CHFGrunt*)pEntity; |
|
grunt->m_iHead = m_iGruntHead; |
|
CTalkMonsterRepel::PrepareBeforeSpawn(pEntity); |
|
} |
|
|
|
class CMedicRepel : public CHFGruntRepel |
|
{ |
|
public: |
|
const char* TrooperName() { |
|
return "monster_human_medic_ally"; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_medic_ally_repel, CMedicRepel ) |
|
|
|
class CTorchRepel : public CTalkMonsterRepel |
|
{ |
|
public: |
|
const char* TrooperName() { |
|
return "monster_human_torch_ally"; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_torch_ally_repel, CTorchRepel ) |
|
|
|
//========================================================= |
|
// FGrunt Dead PROP |
|
//========================================================= |
|
|
|
class CDeadFGrunt : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify ( void ) { return CLASS_PLAYER_ALLY; } |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
int m_iPose; |
|
int m_iHead; |
|
static const char *m_szPoses[7]; |
|
}; |
|
|
|
const char *CDeadFGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting", "dead_on_back", "hgrunt_dead_stomach", "dead_headcrabed", "dead_canyon" }; |
|
|
|
void CDeadFGrunt::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
|
{ |
|
m_iPose = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "head")) |
|
{ |
|
m_iHead = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( monster_human_grunt_ally_dead, CDeadFGrunt ) |
|
|
|
//========================================================= |
|
// ********** DeadFGrunt SPAWN ********** |
|
//========================================================= |
|
void CDeadFGrunt :: Spawn( ) |
|
{ |
|
PRECACHE_MODEL( "models/hgrunt_opfor.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/hgrunt_opfor.mdl" ); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; |
|
pev->sequence = 0; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
if( pev->sequence == -1 ) |
|
{ |
|
ALERT( at_console, "Dead barney with bad pose\n" ); |
|
} |
|
// Corpses have less health |
|
pev->health = 8;//gSkillData.barneyHealth; |
|
|
|
if ( pev->weapons <= 0 ) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE ); |
|
} |
|
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN )) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SHOTGUN ); |
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_SHOTGUN ); |
|
} |
|
if (FBitSet( pev->weapons, FGRUNT_9MMAR )) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_MP5 ); |
|
} |
|
if (FBitSet( pev->weapons, FGRUNT_M249 )) |
|
{ |
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SAW ); |
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_M249 ); |
|
} |
|
|
|
if ( m_iHead <= -2 ) |
|
{ |
|
// skip major and MP heads |
|
m_iHead = RANDOM_LONG(0, FG_HEAD_SAW_BLACK+1); |
|
if (m_iHead == FG_HEAD_SAW_BLACK+1) { |
|
m_iHead = FG_HEAD_BERET_BLACK; |
|
} |
|
} |
|
else if ( m_iHead < 0 || m_iHead >= FG_HEAD_COUNT ) |
|
m_iHead = 0; |
|
|
|
SetBodygroup( FG_HEAD_GROUP, m_iHead ); |
|
|
|
MonsterInitDead(); |
|
} |
|
|
|
#define TORCH_CLIP_SIZE 7 |
|
|
|
#define TORCH_EAGLE ( 1 << 0) |
|
#define TORCH_BLOWTORCH ( 1 << 1) |
|
|
|
// Weapon group |
|
#define TORCH_GUN_GROUP 2 |
|
#define TORCH_GUN_EAGLE 0 |
|
#define TORCH_GUN_TORCH 1 |
|
#define TORCH_GUN_NONE 2 |
|
|
|
// Torch specific animation events |
|
#define TORCH_AE_SHOWGUN ( 17) |
|
#define TORCH_AE_SHOWTORCH ( 18) |
|
#define TORCH_AE_HIDETORCH ( 19) |
|
#define TORCH_AE_ONGAS ( 20) |
|
#define TORCH_AE_OFFGAS ( 21) |
|
|
|
class CTorch : public CHFGrunt |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void HandleAnimEvent( MonsterEvent_t* pEvent ); |
|
BOOL CheckRangeAttack1(float flDot, float flDist); |
|
BOOL CheckRangeAttack2(float flDot, float flDist); |
|
void GibMonster(); |
|
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
|
void PrescheduleThink(); |
|
|
|
void DropMyItems(BOOL isGibbed); |
|
|
|
void MakeGas( void ); |
|
void UpdateGas( void ); |
|
void KillGas( void ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
CBeam *m_pBeam; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_human_torch_ally, CTorch ) |
|
|
|
TYPEDESCRIPTION CTorch::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CTorch, m_pBeam, FIELD_CLASSPTR ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CTorch, CHFGrunt ) |
|
|
|
void CTorch::Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SpawnHelper("models/hgrunt_torch.mdl", gSkillData.torchHealth); |
|
|
|
if (!pev->weapons) |
|
pev->weapons = TORCH_EAGLE; |
|
|
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) ) |
|
{ |
|
pev->body = TORCH_GUN_EAGLE; |
|
} |
|
if ( FBitSet( pev->weapons, TORCH_BLOWTORCH ) ) |
|
{ |
|
pev->body = TORCH_GUN_TORCH; |
|
} |
|
m_cClipSize = TORCH_CLIP_SIZE; |
|
m_cAmmoLoaded = m_cClipSize; |
|
m_pBeam = NULL; |
|
MonsterInit(); |
|
SetUse( &CTalkMonster::FollowerUse ); |
|
} |
|
|
|
void CTorch::Precache() |
|
{ |
|
PRECACHE_MODEL("models/hgrunt_torch.mdl"); |
|
PRECACHE_SOUND("weapons/desert_eagle_fire.wav"); |
|
PRECACHE_SOUND("weapons/desert_eagle_reload.wav"); |
|
PrecacheHelper(); |
|
TalkInit(); |
|
m_voicePitch = 95; |
|
CTalkMonster::Precache(); |
|
} |
|
|
|
void CTorch::HandleAnimEvent(MonsterEvent_t *pEvent) |
|
{ |
|
switch ( pEvent->event ) |
|
{ |
|
case TORCH_AE_SHOWTORCH: |
|
pev->body = 1; |
|
break; |
|
|
|
case TORCH_AE_SHOWGUN: |
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) ) |
|
pev->body = 0; |
|
else |
|
pev->body = 1; |
|
break; |
|
|
|
case TORCH_AE_HIDETORCH: |
|
pev->body = 2; |
|
break; |
|
|
|
case TORCH_AE_ONGAS: |
|
MakeGas (); |
|
UpdateGas (); |
|
break; |
|
|
|
case TORCH_AE_OFFGAS: |
|
KillGas (); |
|
break; |
|
case HGRUNT_ALLY_AE_DROP_GUN: |
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) && pev->body != TORCH_GUN_NONE ) |
|
{ |
|
DropMyItems(FALSE); |
|
} |
|
break; |
|
case HGRUNT_ALLY_AE_RELOAD: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_reload.wav", 1, ATTN_NORM ); |
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions(bits_COND_NO_AMMO_LOADED); |
|
break; |
|
case HGRUNT_ALLY_AE_BURST1: |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
Vector vecShootOrigin = GetGunPosition(); |
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
pev->effects = EF_MUZZLEFLASH; |
|
|
|
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_357 ); |
|
|
|
int pitchShift = RANDOM_LONG( 0, 20 ); |
|
// Only shift about half the time |
|
if( pitchShift > 10 ) |
|
pitchShift = 0; |
|
else |
|
pitchShift -= 5; |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); |
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
|
m_cAmmoLoaded--;// take away a bullet! |
|
} |
|
break; |
|
case HGRUNT_ALLY_AE_BURST2: |
|
case HGRUNT_ALLY_AE_BURST3: |
|
break; |
|
case HGRUNT_ALLY_AE_KICK: |
|
{ |
|
KickImpl(gSkillData.torchDmgKick); |
|
} |
|
break; |
|
default: |
|
CHFGrunt::HandleAnimEvent(pEvent); |
|
break; |
|
} |
|
} |
|
|
|
BOOL CTorch::CheckRangeAttack1(float flDot, float flDist) |
|
{ |
|
return FBitSet( pev->weapons, TORCH_EAGLE ) && CHFGrunt::CheckRangeAttack1(flDot, flDist); |
|
} |
|
|
|
BOOL CTorch::CheckRangeAttack2(float flDot, float flDist) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
void CTorch::GibMonster() |
|
{ |
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) && pev->body != TORCH_GUN_NONE ) |
|
{// throw a gun if the grunt has one |
|
DropMyItems(TRUE); |
|
} |
|
CTalkMonster::GibMonster(); |
|
} |
|
|
|
void CTorch::DropMyItems(BOOL isGibbed) |
|
{ |
|
if (!isGibbed) { |
|
pev->body = TORCH_GUN_NONE; |
|
} |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
DropMyItem("weapon_eagle", vecGunPos, vecGunAngles, isGibbed); |
|
} |
|
|
|
void CTorch::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
|
{ |
|
// check for gas tank |
|
if (ptr->iHitgroup == 8) |
|
{ |
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)) |
|
{ |
|
bitsDamageType = (DMG_ALWAYSGIB | DMG_BLAST); |
|
flDamage = pev->health + 1; |
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
|
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound |
|
WRITE_COORD( ptr->vecEndPos.x ); // Send to PAS because of the sound |
|
WRITE_COORD( ptr->vecEndPos.y ); |
|
WRITE_COORD( ptr->vecEndPos.z ); |
|
WRITE_SHORT( g_sModelIndexFireball ); |
|
WRITE_BYTE( 15 ); // scale * 10 |
|
WRITE_BYTE( 15 ); // framerate |
|
WRITE_BYTE( TE_EXPLFLAG_NONE ); |
|
MESSAGE_END(); |
|
::RadiusDamage ( pev->origin, pev, pev, Q_min(pev->max_health, 75), 125, CLASS_NONE, DMG_BLAST ); |
|
Create( "spark_shower", pev->origin, ptr->vecPlaneNormal, NULL ); |
|
} |
|
} |
|
CHFGrunt::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
|
} |
|
|
|
void CTorch::PrescheduleThink() |
|
{ |
|
if (m_pBeam) |
|
{ |
|
UpdateGas(); |
|
} |
|
CHFGrunt::PrescheduleThink(); |
|
} |
|
|
|
//========================================================= |
|
// AUTOGENE |
|
//========================================================= |
|
void CTorch::UpdateGas( void ) |
|
{ |
|
TraceResult tr; |
|
Vector posGun, angleGun; |
|
|
|
if ( m_pBeam ) |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
GetAttachment( 2, posGun, angleGun ); |
|
|
|
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun; |
|
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr ); |
|
|
|
if ( tr.flFraction != 1.0 ) |
|
{ |
|
m_pBeam->DoSparks( tr.vecEndPos, posGun ); |
|
UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4)); |
|
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos ); |
|
WRITE_BYTE( TE_STREAK_SPLASH ); |
|
WRITE_COORD( tr.vecEndPos.x ); // origin |
|
WRITE_COORD( tr.vecEndPos.y ); |
|
WRITE_COORD( tr.vecEndPos.z ); |
|
WRITE_COORD( tr.vecPlaneNormal.x ); // direction |
|
WRITE_COORD( tr.vecPlaneNormal.y ); |
|
WRITE_COORD( tr.vecPlaneNormal.z ); |
|
WRITE_BYTE( 10 ); // Streak color 6 |
|
WRITE_SHORT( 60 ); // count |
|
WRITE_SHORT( 25 ); |
|
WRITE_SHORT( 50 ); // Random velocity modifier |
|
MESSAGE_END(); |
|
} |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_DLIGHT ); |
|
WRITE_COORD( posGun.x ); // origin |
|
WRITE_COORD( posGun.y ); |
|
WRITE_COORD( posGun.z ); |
|
WRITE_BYTE( RANDOM_LONG(4, 16) ); // radius |
|
WRITE_BYTE( 251 ); // R |
|
WRITE_BYTE( 68 ); // G |
|
WRITE_BYTE( 36 ); // B |
|
WRITE_BYTE( 1 ); // life * 10 |
|
WRITE_BYTE( 0 ); // decay |
|
MESSAGE_END(); |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_ELIGHT ); |
|
WRITE_SHORT( entindex( ) + 0x1000 * 3 ); // entity, attachment |
|
WRITE_COORD( posGun.x ); // origin |
|
WRITE_COORD( posGun.y ); |
|
WRITE_COORD( posGun.z ); |
|
WRITE_COORD( RANDOM_LONG(8, 12) ); // radius |
|
WRITE_BYTE( 251 ); // R |
|
WRITE_BYTE( 68 ); // G |
|
WRITE_BYTE( 36 ); // B |
|
WRITE_BYTE( 1 ); // life * 10 |
|
WRITE_COORD( 0 ); // decay |
|
MESSAGE_END(); |
|
} |
|
} |
|
|
|
void CTorch::MakeGas( void ) |
|
{ |
|
Vector posGun, angleGun; |
|
TraceResult tr; |
|
Vector vecEndPos; |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 7 ); |
|
|
|
if ( m_pBeam ) |
|
{ |
|
GetAttachment( 4, posGun, angleGun ); |
|
GetAttachment( 3, posGun, angleGun ); |
|
UTIL_Sparks( posGun ); |
|
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun; |
|
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr ); |
|
|
|
m_pBeam->EntsInit( entindex(), entindex() ); |
|
m_pBeam->SetColor( 24, 121, 239 ); |
|
m_pBeam->SetBrightness( 190 ); |
|
m_pBeam->SetScrollRate( 20 ); |
|
m_pBeam->SetStartAttachment( 4 ); |
|
m_pBeam->SetEndAttachment( 3 ); |
|
m_pBeam->DoSparks( tr.vecEndPos, posGun ); |
|
m_pBeam->SetFlags( BEAM_FSHADEIN ); |
|
m_pBeam->pev->spawnflags = SF_BEAM_SPARKSTART | SF_BEAM_TEMPORARY; |
|
UTIL_Sparks( tr.vecEndPos ); |
|
} |
|
return; |
|
} |
|
|
|
void CTorch :: KillGas( void ) |
|
{ |
|
if ( m_pBeam ) |
|
{ |
|
UTIL_Remove( m_pBeam ); |
|
m_pBeam = NULL; |
|
} |
|
return; |
|
} |
|
|
|
#define MEDIC_CLIP_SIZE 17 |
|
#define MEDIC_CLIP_SIZE_EAGLE 7 |
|
|
|
#define MEDIC_EAGLE 1 << 0 |
|
#define MEDIC_HANDGUN 1 << 1 |
|
#define MEDIC_NEEDLE 1 << 2 |
|
|
|
// Weapon group |
|
#define MEDIC_GUN_GROUP 3 |
|
#define MEDIC_GUN_EAGLE 0 |
|
#define MEDIC_GUN_PISTOL 1 |
|
#define MEDIC_GUN_NEEDLE 2 |
|
#define MEDIC_GUN_NONE 3 |
|
|
|
// Head group |
|
#define MEDIC_HEAD_GROUP 2 |
|
enum { |
|
MEDIC_HEAD_WHITE, |
|
MEDIC_HEAD_BLACK, |
|
MEDIC_HEAD_COUNT |
|
}; |
|
|
|
//========================================================= |
|
// Medic specific animation events |
|
//========================================================= |
|
#define MEDIC_AE_HIDEGUN ( 15) |
|
#define MEDIC_AE_SHOWNEEDLE ( 16) |
|
#define MEDIC_AE_HIDENEEDLE ( 17) |
|
#define MEDIC_AE_SHOWGUN ( 18) |
|
|
|
enum |
|
{ |
|
TASK_MEDIC_SAY_HEAL = LAST_HGRUNT_ALLY_TASK + 1, |
|
TASK_MEDIC_HEAL, |
|
}; |
|
|
|
Task_t tlMedicHeal[] = |
|
{ |
|
{ TASK_MOVE_TO_TARGET_RANGE, (float)50 }, // Move within 50 of target ent (client) |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_MEDIC_SAY_HEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle |
|
{ TASK_MEDIC_HEAL, (float)0 }, // Put it in the player |
|
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle |
|
}; |
|
|
|
Schedule_t slMedicHeal[] = |
|
{ |
|
{ |
|
tlMedicHeal, |
|
ARRAYSIZE ( tlMedicHeal ), |
|
0, // Don't interrupt or he'll end up running around with a needle all the time |
|
0, |
|
"Heal" |
|
}, |
|
}; |
|
|
|
Task_t tlMedicDrawGun[] = |
|
{ |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_DISARM }, // Put away the needle |
|
}; |
|
|
|
Schedule_t slMedicDrawGun[] = |
|
{ |
|
{ |
|
tlMedicDrawGun, |
|
ARRAYSIZE ( tlMedicDrawGun ), |
|
0, // Don't interrupt or he'll end up running around with a needle all the time |
|
0, |
|
"DrawGun" |
|
}, |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_human_medic_ally, CMedic ) |
|
|
|
TYPEDESCRIPTION CMedic::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CMedic, m_flHealCharge, FIELD_FLOAT ), |
|
DEFINE_FIELD( CMedic, m_fDepleteLine, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CMedic, m_fHealing, FIELD_BOOLEAN ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CMedic, CHFGrunt ) |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CMedic ) |
|
{ |
|
slMedicHeal, |
|
slMedicDrawGun, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CMedic, CHFGrunt ) |
|
|
|
bool CMedic::Heal( void ) |
|
{ |
|
if ( !HasHealCharge() || !HasHealTarget() ) |
|
return false; |
|
|
|
CBaseEntity* pTargetEnt = m_hTargetEnt; |
|
Vector target = pTargetEnt->pev->origin - pev->origin; |
|
if ( target.Length() > 100 ) |
|
return false; |
|
|
|
const float maxHeal = Q_min(10, m_flHealCharge); |
|
const float diff = pTargetEnt->pev->max_health - pTargetEnt->pev->health; |
|
const int healAmount = static_cast<int>(Q_min(maxHeal, diff)); // cast to avoid player having non-integer hp |
|
pTargetEnt->TakeHealth( healAmount, DMG_GENERIC ); |
|
m_flHealCharge -= healAmount; |
|
ALERT(at_aiconsole, "Medic grunt heal charge left: %f\n", m_flHealCharge); |
|
m_fHealing = TRUE; |
|
return true; |
|
} |
|
|
|
void CMedic::StartTask(Task_t *pTask) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_MEDIC_HEAL: |
|
m_IdealActivity = ACT_MELEE_ATTACK2; |
|
if (Heal()) |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "fgrunt/medic_give_shot.wav", 1, ATTN_NORM ); |
|
break; |
|
case TASK_MEDIC_SAY_HEAL: |
|
m_hTalkTarget = m_hTargetEnt; |
|
PlaySentence( "MG_HEAL", 2, VOL_NORM, ATTN_IDLE ); |
|
TaskComplete(); |
|
break; |
|
default: |
|
CHFGrunt::StartTask(pTask); |
|
break; |
|
} |
|
} |
|
|
|
void CMedic::RunTask(Task_t *pTask) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_MEDIC_HEAL: |
|
if ( m_fSequenceFinished ) |
|
{ |
|
if (HasHealTarget() && CheckHealCharge()) { |
|
m_IdealActivity = ACT_MELEE_ATTACK2; |
|
ALERT(at_aiconsole, "Medic continuing healing\n"); |
|
Heal(); |
|
} else { |
|
TaskComplete(); |
|
StopHealing(); |
|
} |
|
} |
|
else |
|
{ |
|
if ( TargetDistance() > 90 ) { |
|
TaskComplete(); |
|
StopHealing(); |
|
} |
|
if (m_hTargetEnt != 0) |
|
{ |
|
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin ); |
|
ChangeYaw( pev->yaw_speed ); |
|
} |
|
} |
|
break; |
|
default: |
|
CHFGrunt::RunTask(pTask); |
|
break; |
|
} |
|
} |
|
|
|
void CMedic::OnChangeSchedule( Schedule_t *pNewSchedule ) |
|
{ |
|
if (m_fHealing) { |
|
StopHealing(); |
|
} |
|
CHFGrunt::OnChangeSchedule( pNewSchedule ); |
|
} |
|
|
|
Schedule_t *CMedic::GetSchedule() |
|
{ |
|
Schedule_t* prioritizedSchedule = PrioritizedSchedule(); |
|
if (prioritizedSchedule) |
|
return prioritizedSchedule; |
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE|MEDIC_HANDGUN ) && |
|
(GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NEEDLE || GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NONE)) { |
|
return slMedicDrawGun; |
|
} |
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_IDLE: |
|
case MONSTERSTATE_ALERT: |
|
if ( m_hEnemy == 0 ) |
|
{ |
|
if (m_hTargetEnt != 0 && m_hTargetEnt->IsPlayer()) |
|
{ |
|
if ( TargetDistance() <= 128 ) |
|
{ |
|
if ( CheckHealCharge() && m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health * 0.75 ) { |
|
ALERT(at_aiconsole, "Medic is going to heal a player\n"); |
|
return GetScheduleOfType(SCHED_MEDIC_HEAL); |
|
} |
|
} |
|
} |
|
// was called by other ally |
|
else if (HasHealCharge() && HasHealTarget()) { |
|
return GetScheduleOfType(SCHED_MEDIC_HEAL); |
|
} |
|
} |
|
} |
|
return CHFGrunt::GetSchedule(); |
|
} |
|
|
|
Schedule_t *CMedic::GetScheduleOfType(int Type) |
|
{ |
|
switch (Type) { |
|
case SCHED_MEDIC_HEAL: |
|
return slMedicHeal; |
|
default: |
|
return CHFGrunt::GetScheduleOfType(Type); |
|
} |
|
} |
|
|
|
void CMedic::StopFollowing(BOOL clearSchedule) |
|
{ |
|
if (InHealSchedule() && (m_hTargetEnt != 0 && !m_hTargetEnt->IsPlayer())) |
|
clearSchedule = FALSE; |
|
CHFGrunt::StopFollowing(clearSchedule); |
|
} |
|
|
|
void CMedic::SetAnswerQuestion(CTalkMonster *pSpeaker) |
|
{ |
|
if (!m_fHealing) { |
|
CTalkMonster::SetAnswerQuestion(pSpeaker); |
|
} |
|
} |
|
|
|
void CMedic::Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SpawnHelper("models/hgrunt_medic.mdl", gSkillData.medicHealth); |
|
|
|
if (!pev->weapons) |
|
{ |
|
pev->weapons |= MEDIC_EAGLE; // some medics on existing maps don't have a weapon selected |
|
} |
|
m_cClipSize = MEDIC_CLIP_SIZE_EAGLE; |
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE ) ) |
|
{ |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_EAGLE ); |
|
} |
|
else if ( FBitSet( pev->weapons, MEDIC_HANDGUN ) ) |
|
{ |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_PISTOL ); |
|
m_cClipSize = MEDIC_CLIP_SIZE; |
|
} |
|
else if ( FBitSet( pev->weapons, MEDIC_NEEDLE ) ) |
|
{ |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE ); |
|
} |
|
m_cAmmoLoaded = m_cClipSize; |
|
|
|
if (m_iHead < 0 || m_iHead >= MEDIC_HEAD_COUNT) { |
|
m_iHead = RANDOM_LONG(MEDIC_HEAD_WHITE, MEDIC_HEAD_BLACK); |
|
} |
|
|
|
SetBodygroup(MEDIC_HEAD_GROUP, m_iHead); |
|
|
|
m_flHealCharge = gSkillData.medicHeal; |
|
MonsterInit(); |
|
SetUse( &CTalkMonster::FollowerUse ); |
|
} |
|
|
|
void CMedic::Precache() |
|
{ |
|
PRECACHE_MODEL("models/hgrunt_medic.mdl"); |
|
PRECACHE_SOUND("weapons/desert_eagle_fire.wav"); |
|
PRECACHE_SOUND("weapons/desert_eagle_reload.wav"); |
|
PRECACHE_SOUND("weapons/pl_gun3.wav"); |
|
PRECACHE_SOUND("fgrunt/medic_give_shot.wav"); |
|
PRECACHE_SOUND("fgrunt/medical.wav"); |
|
PrecacheHelper(); |
|
TalkInit(); |
|
if (m_iHead == MEDIC_HEAD_BLACK) |
|
m_voicePitch = 95; |
|
else |
|
m_voicePitch = 105; |
|
CTalkMonster::Precache(); |
|
} |
|
|
|
void CMedic::HandleAnimEvent(MonsterEvent_t *pEvent) |
|
{ |
|
switch ( pEvent->event ) |
|
{ |
|
case MEDIC_AE_SHOWNEEDLE: |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE ); |
|
break; |
|
|
|
case MEDIC_AE_SHOWGUN: |
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE ) ) |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_EAGLE ); |
|
else if ( FBitSet( pev->weapons, MEDIC_HANDGUN ) ) |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_PISTOL ); |
|
else |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE ); |
|
break; |
|
|
|
case MEDIC_AE_HIDENEEDLE: |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE ); |
|
break; |
|
case MEDIC_AE_HIDEGUN: |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE ); |
|
break; |
|
|
|
case HGRUNT_ALLY_AE_DROP_GUN: |
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && GetBodygroup(MEDIC_GUN_GROUP) != MEDIC_GUN_NONE ) |
|
{ |
|
DropMyItems(FALSE); |
|
} |
|
break; |
|
case HGRUNT_ALLY_AE_RELOAD: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_reload.wav", 1, ATTN_NORM ); |
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions(bits_COND_NO_AMMO_LOADED); |
|
break; |
|
case HGRUNT_ALLY_AE_BURST1: |
|
{ |
|
if (FBitSet(pev->weapons, MEDIC_EAGLE)) { |
|
FirePistol("weapons/desert_eagle_fire.wav", BULLET_MONSTER_357); |
|
} else if (FBitSet(pev->weapons, MEDIC_HANDGUN)) { |
|
FirePistol("weapons/pl_gun3.wav", BULLET_MONSTER_9MM); |
|
} |
|
} |
|
break; |
|
case HGRUNT_ALLY_AE_BURST2: |
|
case HGRUNT_ALLY_AE_BURST3: |
|
break; |
|
case HGRUNT_ALLY_AE_KICK: |
|
{ |
|
KickImpl(gSkillData.medicDmgKick); |
|
} |
|
break; |
|
default: |
|
CHFGrunt::HandleAnimEvent(pEvent); |
|
break; |
|
} |
|
} |
|
|
|
BOOL CMedic::CheckRangeAttack1(float flDot, float flDist) |
|
{ |
|
return FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && CHFGrunt::CheckRangeAttack1(flDot, flDist); |
|
} |
|
|
|
BOOL CMedic::CheckRangeAttack2(float flDot, float flDist) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
void CMedic::GibMonster() |
|
{ |
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && GetBodygroup(MEDIC_GUN_GROUP) != MEDIC_GUN_NONE ) |
|
{// throw a gun if the grunt has one |
|
DropMyItems(TRUE); |
|
} |
|
CTalkMonster::GibMonster(); |
|
} |
|
|
|
void CMedic::DropMyItems(BOOL isGibbed) |
|
{ |
|
if (!isGibbed) { |
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE ); |
|
} |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
if (FBitSet(pev->weapons, MEDIC_EAGLE)) |
|
DropMyItem("weapon_eagle", vecGunPos, vecGunAngles, isGibbed); |
|
else if (FBitSet(pev->weapons, MEDIC_HANDGUN)) { |
|
DropMyItem("weapon_9mmhandgun", vecGunPos, vecGunAngles, isGibbed); |
|
} |
|
} |
|
|
|
void CMedic::FirePistol(const char *shotSound , Bullet bullet) |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
Vector vecShootOrigin = GetGunPosition(); |
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
pev->effects = EF_MUZZLEFLASH; |
|
|
|
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, bullet ); |
|
|
|
int pitchShift = RANDOM_LONG( 0, 20 ); |
|
// Only shift about half the time |
|
if( pitchShift > 10 ) |
|
pitchShift = 0; |
|
else |
|
pitchShift -= 5; |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, shotSound, 1, ATTN_NORM, 0, 100 + pitchShift ); |
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
} |
|
|
|
void CMedic::StartFollowingHealTarget(CBaseEntity *pTarget) |
|
{ |
|
if( m_pCine ) |
|
m_pCine->CancelScript(); |
|
|
|
if( m_hEnemy != 0 ) |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
|
|
m_hTargetEnt = pTarget; |
|
ClearConditions( bits_COND_CLIENT_PUSH ); |
|
ClearSchedule(); |
|
ALERT(at_aiconsole, "Medic started to follow injured %s\n", STRING(pTarget->pev->classname)); |
|
} |
|
|
|
void CMedic::StopHealing() |
|
{ |
|
m_fHealing = FALSE; |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM ); |
|
if (m_hTargetEnt != 0 && !m_hTargetEnt->IsPlayer()) { |
|
if(m_movementGoal & MOVEGOAL_TARGETENT) |
|
RouteClear(); // Stop him from walking toward the player |
|
m_hTargetEnt = 0; |
|
if( m_hEnemy != 0 ) |
|
m_IdealMonsterState = MONSTERSTATE_COMBAT; |
|
} |
|
} |
|
|
|
CBaseEntity* CMedic::HealTarget() |
|
{ |
|
if (m_hTargetEnt != 0 && m_hTargetEnt->IsAlive() && (m_hTargetEnt->pev->health < m_hTargetEnt->pev->max_health) && |
|
((m_hTargetEnt->MyMonsterPointer() && IRelationship(m_hTargetEnt) < R_DL) || m_hTargetEnt->IsPlayer())) { |
|
return m_hTargetEnt; |
|
} |
|
return 0; |
|
} |
|
|
|
bool CMedic::CheckHealCharge() |
|
{ |
|
if ( !HasHealCharge() ) |
|
{ |
|
if ( !m_fDepleteLine ) |
|
{ |
|
PlaySentence( "MG_NOTHEAL", 2, VOL_NORM, ATTN_IDLE ); |
|
m_fDepleteLine = TRUE; |
|
} |
|
return false; |
|
} |
|
return true; |
|
} |
|
|
|
bool CMedic::ReadyToHeal() |
|
{ |
|
if( m_MonsterState == MONSTERSTATE_SCRIPT ) |
|
{ |
|
if( !m_pCine ) |
|
return false; |
|
if( !m_pCine->CanInterrupt() ) |
|
return false; |
|
} |
|
|
|
if( !IsAlive() ) |
|
return false; |
|
|
|
return HasHealCharge() && !InHealSchedule(); |
|
} |
|
|
|
bool CMedic::InHealSchedule() |
|
{ |
|
return m_pSchedule == slMedicHeal; |
|
}
|
|
|