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2555 lines
68 KiB
2555 lines
68 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// hgrunt |
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//========================================================= |
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//========================================================= |
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// Hit groups! |
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//========================================================= |
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/* |
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1 - Head |
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2 - Stomach |
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3 - Gun |
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*/ |
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#include "extdll.h" |
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#include "plane.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 "schedule.h" |
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#include "animation.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "scripted.h" //LRC |
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int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers. |
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extern DLL_GLOBAL int g_iSkillLevel; |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define GRUNT_VOL 0.35 // volume of grunt sounds |
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#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define HGRUNT_LIMP_HEALTH 20 |
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#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. |
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#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there? |
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#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define HGRUNT_9MMAR ( 1 << 0) |
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#define HGRUNT_HANDGRENADE ( 1 << 1) |
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#define HGRUNT_GRENADELAUNCHER ( 1 << 2) |
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#define HGRUNT_SHOTGUN ( 1 << 3) |
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#define HEAD_GROUP 1 |
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#define HEAD_GRUNT 0 |
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#define HEAD_COMMANDER 1 |
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#define HEAD_SHOTGUN 2 |
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#define HEAD_M203 3 |
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#define GUN_GROUP 2 |
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#define GUN_MP5 0 |
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#define GUN_SHOTGUN 1 |
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#define GUN_NONE 2 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define HGRUNT_AE_RELOAD ( 2 ) |
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#define HGRUNT_AE_KICK ( 3 ) |
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#define HGRUNT_AE_BURST1 ( 4 ) |
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#define HGRUNT_AE_BURST2 ( 5 ) |
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#define HGRUNT_AE_BURST3 ( 6 ) |
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#define HGRUNT_AE_GREN_TOSS ( 7 ) |
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#define HGRUNT_AE_GREN_LAUNCH ( 8 ) |
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#define HGRUNT_AE_GREN_DROP ( 9 ) |
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#define HGRUNT_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define HGRUNT_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5. |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). |
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SCHED_GRUNT_COVER_AND_RELOAD, |
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SCHED_GRUNT_SWEEP, |
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SCHED_GRUNT_FOUND_ENEMY, |
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SCHED_GRUNT_REPEL, |
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SCHED_GRUNT_REPEL_ATTACK, |
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SCHED_GRUNT_REPEL_LAND, |
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SCHED_GRUNT_WAIT_FACE_ENEMY, |
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SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. |
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SCHED_GRUNT_ELOF_FAIL |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_GRUNT_SPEAK_SENTENCE, |
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TASK_GRUNT_CHECK_FIRE |
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}; |
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//========================================================= |
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// monster-specific conditions |
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//========================================================= |
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#define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 ) |
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class CHGrunt : public CSquadMonster |
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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 Classify( void ); |
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int ISoundMask( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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BOOL FCanCheckAttacks( void ); |
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BOOL CheckMeleeAttack1( float flDot, float flDist ); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); |
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BOOL CheckRangeAttack2( float flDot, float flDist ); |
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void CheckAmmo( void ); |
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void SetActivity( Activity NewActivity ); |
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void StartTask( Task_t *pTask ); |
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void RunTask( Task_t *pTask ); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void IdleSound( 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 PrescheduleThink( void ); |
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void GibMonster( void ); |
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void SpeakSentence( void ); |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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CBaseEntity *Kick( void ); |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType( int Type ); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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int IRelationship( CBaseEntity *pTarget ); |
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BOOL FOkToSpeak( void ); |
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void JustSpoke( void ); |
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CUSTOM_SCHEDULES |
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static TYPEDESCRIPTION m_SaveData[]; |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iSentence; |
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static const char *pGruntSentences[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt ) |
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TYPEDESCRIPTION CHGrunt::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ), |
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DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ), |
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//DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero |
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DEFINE_FIELD( CHGrunt, m_vecTossVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHGrunt, m_fStanding, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHGrunt, m_cClipSize, FIELD_INTEGER ), |
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DEFINE_FIELD( CHGrunt, m_voicePitch, FIELD_INTEGER ), |
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//DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ), |
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//DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ), |
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DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster ) |
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const char *CHGrunt::pGruntSentences[] = |
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{ |
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"HG_GREN", // grenade scared grunt |
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"HG_ALERT", // sees player |
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"HG_MONSTER", // sees monster |
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"HG_COVER", // running to cover |
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"HG_THROW", // about to throw grenade |
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"HG_CHARGE", // running out to get the enemy |
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"HG_TAUNT", // say rude things |
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}; |
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typedef enum |
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{ |
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HGRUNT_SENT_NONE = -1, |
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HGRUNT_SENT_GREN = 0, |
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HGRUNT_SENT_ALERT, |
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HGRUNT_SENT_MONSTER, |
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HGRUNT_SENT_COVER, |
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HGRUNT_SENT_THROW, |
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HGRUNT_SENT_CHARGE, |
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HGRUNT_SENT_TAUNT |
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} HGRUNT_SENTENCE_TYPES; |
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//========================================================= |
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// Speak Sentence - say your cued up sentence. |
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// |
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// Some grunt sentences (take cover and charge) rely on actually |
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// being able to execute the intended action. It's really lame |
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// when a grunt says 'COVER ME' and then doesn't move. The problem |
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// is that the sentences were played when the decision to TRY |
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// to move to cover was made. Now the sentence is played after |
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// we know for sure that there is a valid path. The schedule |
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// may still fail but in most cases, well after the grunt has |
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// started moving. |
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//========================================================= |
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void CHGrunt::SpeakSentence( void ) |
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{ |
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if( m_iSentence == HGRUNT_SENT_NONE ) |
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{ |
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// no sentence cued up. |
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return; |
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} |
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if( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), pGruntSentences[m_iSentence], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
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JustSpoke(); |
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} |
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} |
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//========================================================= |
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// IRelationship - overridden because Alien Grunts are |
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// Human Grunt's nemesis. |
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//========================================================= |
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int CHGrunt::IRelationship( CBaseEntity *pTarget ) |
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{ |
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//LRC- only hate alien grunts if my behaviour hasn't been overridden |
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if( ( !m_iClass && FClassnameIs( pTarget->pev, "monster_alien_grunt" ) ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) |
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{ |
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return R_NM; |
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} |
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return CSquadMonster::IRelationship( pTarget ); |
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} |
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//========================================================= |
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// GibMonster - make gun fly through the air. |
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//========================================================= |
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void CHGrunt::GibMonster( void ) |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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if( GetBodygroup( 2 ) != 2 ) |
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{ |
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// throw a gun if the grunt has one |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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CBaseEntity *pGun; |
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
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} |
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if( pGun ) |
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{ |
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pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); |
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pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); |
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if ( pGun ) |
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{ |
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pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); |
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pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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} |
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} |
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CBaseMonster::GibMonster(); |
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} |
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//========================================================= |
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// ISoundMask - Overidden for human grunts because they |
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// hear the DANGER sound that is made by hand grenades and |
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// other dangerous items. |
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//========================================================= |
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int CHGrunt::ISoundMask( void ) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_PLAYER | |
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bits_SOUND_DANGER; |
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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 CHGrunt::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( 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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// if player is not in pvs, don't speak |
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//if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
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// return FALSE; |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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void CHGrunt::JustSpoke( void ) |
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{ |
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 1.5f, 2.0f ); |
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m_iSentence = HGRUNT_SENT_NONE; |
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} |
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//========================================================= |
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// PrescheduleThink - this function runs after conditions |
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// are collected and before scheduling code is run. |
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//========================================================= |
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void CHGrunt::PrescheduleThink( void ) |
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{ |
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if( InSquad() && m_hEnemy != 0 ) |
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{ |
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if( HasConditions( bits_COND_SEE_ENEMY ) ) |
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{ |
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// update the squad's last enemy sighting time. |
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MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time; |
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} |
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else |
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{ |
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if( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5.0f ) |
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{ |
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// been a while since we've seen the enemy |
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MySquadLeader()->m_fEnemyEluded = TRUE; |
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} |
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} |
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} |
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} |
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//========================================================= |
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// FCanCheckAttacks - this is overridden for human grunts |
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// because they can throw/shoot grenades when they can't see their |
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// target and the base class doesn't check attacks if the monster |
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// cannot see its enemy. |
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// |
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// !!!BUGBUG - this gets called before a 3-round burst is fired |
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// which means that a friendly can still be hit with up to 2 rounds. |
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// ALSO, grenades will not be tossed if there is a friendly in front, |
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// this is a bad bug. Friendly machine gun fire avoidance |
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// will unecessarily prevent the throwing of a grenade as well. |
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//========================================================= |
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BOOL CHGrunt::FCanCheckAttacks( void ) |
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{ |
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if( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) |
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{ |
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return TRUE; |
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} |
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else |
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{ |
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return FALSE; |
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} |
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} |
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//========================================================= |
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// CheckMeleeAttack1 |
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//========================================================= |
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BOOL CHGrunt::CheckMeleeAttack1( float flDot, float flDist ) |
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{ |
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CBaseMonster *pEnemy = 0; |
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if( m_hEnemy != 0 ) |
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{ |
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pEnemy = m_hEnemy->MyMonsterPointer(); |
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if( !pEnemy ) |
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{ |
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return FALSE; |
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} |
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if( flDist <= 64.0f && flDot >= 0.7f && |
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pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && |
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pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) |
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{ |
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return TRUE; |
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} |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckRangeAttack1 - overridden for HGrunt, cause |
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// FCanCheckAttacks() doesn't disqualify all attacks based |
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// on whether or not the enemy is occluded because unlike |
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// the base class, the HGrunt can attack when the enemy is |
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// occluded (throw grenade over wall, etc). We must |
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// disqualify the machine gun attack if the enemy is occluded. |
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//========================================================= |
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BOOL CHGrunt::CheckRangeAttack1( float flDot, float flDist ) |
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{ |
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if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048.0f && flDot >= 0.5f && NoFriendlyFire() ) |
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{ |
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TraceResult tr; |
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if( !m_hEnemy->IsPlayer() && flDist <= 64 ) |
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{ |
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// kick nonclients who are close enough, but don't shoot at them. |
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return FALSE; |
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} |
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Vector vecSrc = GetGunPosition(); |
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// verify that a bullet fired from the gun will hit the enemy before the world. |
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UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget( vecSrc ), ignore_monsters, ignore_glass, ENT( pev ), &tr ); |
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if( tr.flFraction == 1.0f ) |
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{ |
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return TRUE; |
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} |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckRangeAttack2 - this checks the Grunt's grenade |
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// attack. |
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//========================================================= |
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BOOL CHGrunt::CheckRangeAttack2( float flDot, float flDist ) |
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{ |
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if( !FBitSet( pev->weapons, ( HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER ) ) ) |
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{ |
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return FALSE; |
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} |
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// if the grunt isn't moving, it's ok to check. |
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if( m_flGroundSpeed != 0 ) |
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{ |
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m_fThrowGrenade = FALSE; |
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return m_fThrowGrenade; |
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} |
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// assume things haven't changed too much since last time |
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if( gpGlobals->time < m_flNextGrenadeCheck ) |
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{ |
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return m_fThrowGrenade; |
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} |
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if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && (m_hEnemy->pev->waterlevel == 0 || m_hEnemy->pev->watertype==CONTENT_FOG) && m_vecEnemyLKP.z > pev->absmax.z ) |
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{ |
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//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to |
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// be grenaded. |
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// don't throw grenades at anything that isn't on the ground! |
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m_fThrowGrenade = FALSE; |
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return m_fThrowGrenade; |
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} |
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Vector vecTarget; |
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if( FBitSet( pev->weapons, HGRUNT_HANDGRENADE ) ) |
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{ |
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// find feet |
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if( RANDOM_LONG( 0, 1 ) ) |
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{ |
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// magically know where they are |
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vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z ); |
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} |
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else |
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{ |
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// toss it to where you last saw them |
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vecTarget = m_vecEnemyLKP; |
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} |
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// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); |
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// estimate position |
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// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2; |
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} |
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else |
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{ |
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// find target |
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// vecTarget = m_hEnemy->BodyTarget( pev->origin ); |
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vecTarget = m_vecEnemyLKP + ( m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin ); |
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// estimate position |
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if( HasConditions( bits_COND_SEE_ENEMY ) ) |
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vecTarget = vecTarget + ( ( vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed ) * m_hEnemy->pev->velocity; |
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} |
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// are any of my squad members near the intended grenade impact area? |
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if( InSquad() ) |
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{ |
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if( SquadMemberInRange( vecTarget, 256 ) ) |
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{ |
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// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while. |
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m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
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m_fThrowGrenade = FALSE; |
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} |
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} |
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|
|
if( ( vecTarget - pev->origin ).Length2D() <= 256.0f ) |
|
{ |
|
// crap, I don't want to blow myself up |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
m_fThrowGrenade = FALSE; |
|
return m_fThrowGrenade; |
|
} |
|
|
|
if( FBitSet( pev->weapons, HGRUNT_HANDGRENADE ) ) |
|
{ |
|
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 ); |
|
|
|
if( vecToss != g_vecZero ) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second. |
|
} |
|
else |
|
{ |
|
// don't throw |
|
m_fThrowGrenade = FALSE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1.0f; // one full second. |
|
} |
|
} |
|
else |
|
{ |
|
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 ); |
|
|
|
if( vecToss != g_vecZero ) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 0.3f; // 1/3 second. |
|
} |
|
else |
|
{ |
|
// don't throw |
|
m_fThrowGrenade = FALSE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1.0f; // one full second. |
|
} |
|
} |
|
|
|
return m_fThrowGrenade; |
|
} |
|
|
|
//========================================================= |
|
// TraceAttack - make sure we're not taking it in the helmet |
|
//========================================================= |
|
void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
|
{ |
|
// check for helmet shot |
|
if( ptr->iHitgroup == 11 ) |
|
{ |
|
// make sure we're wearing one |
|
if( GetBodygroup( 1 ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) ) |
|
{ |
|
// absorb damage |
|
flDamage -= 20; |
|
if( flDamage <= 0 ) |
|
{ |
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
|
flDamage = 0.01f; |
|
} |
|
} |
|
// it's head shot anyways |
|
ptr->iHitgroup = HITGROUP_HEAD; |
|
} |
|
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
|
} |
|
|
|
//========================================================= |
|
// TakeDamage - overridden for the grunt because the grunt |
|
// needs to forget that he is in cover if he's hurt. (Obviously |
|
// not in a safe place anymore). |
|
//========================================================= |
|
int CHGrunt::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
Forget( bits_MEMORY_INCOVER ); |
|
|
|
return CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CHGrunt::SetYawSpeed( void ) |
|
{ |
|
int ys; |
|
|
|
switch( m_Activity ) |
|
{ |
|
case ACT_IDLE: |
|
ys = 150; |
|
break; |
|
case ACT_RUN: |
|
ys = 150; |
|
break; |
|
case ACT_WALK: |
|
ys = 180; |
|
break; |
|
case ACT_RANGE_ATTACK1: |
|
ys = 120; |
|
break; |
|
case ACT_RANGE_ATTACK2: |
|
ys = 120; |
|
break; |
|
case ACT_MELEE_ATTACK1: |
|
ys = 120; |
|
break; |
|
case ACT_MELEE_ATTACK2: |
|
ys = 120; |
|
break; |
|
case ACT_TURN_LEFT: |
|
case ACT_TURN_RIGHT: |
|
ys = 180; |
|
break; |
|
case ACT_GLIDE: |
|
case ACT_FLY: |
|
ys = 30; |
|
break; |
|
default: |
|
ys = 90; |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
void CHGrunt::IdleSound( void ) |
|
{ |
|
if( FOkToSpeak() && ( g_fGruntQuestion || RANDOM_LONG( 0, 1 ) ) ) |
|
{ |
|
if( !g_fGruntQuestion ) |
|
{ |
|
// ask question or make statement |
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
// check in |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
|
g_fGruntQuestion = 1; |
|
break; |
|
case 1: |
|
// question |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
|
g_fGruntQuestion = 2; |
|
break; |
|
case 2: |
|
// statement |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
switch( g_fGruntQuestion ) |
|
{ |
|
case 1: |
|
// check in |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
|
break; |
|
case 2: |
|
// question |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); |
|
break; |
|
} |
|
g_fGruntQuestion = 0; |
|
} |
|
JustSpoke(); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CheckAmmo - overridden for the grunt because he actually |
|
// uses ammo! (base class doesn't) |
|
//========================================================= |
|
void CHGrunt::CheckAmmo( void ) |
|
{ |
|
if( m_cAmmoLoaded <= 0 ) |
|
{ |
|
SetConditions( bits_COND_NO_AMMO_LOADED ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CHGrunt::Classify( void ) |
|
{ |
|
return m_iClass?m_iClass:CLASS_HUMAN_MILITARY; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
CBaseEntity *CHGrunt::Kick( void ) |
|
{ |
|
TraceResult tr; |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
Vector vecStart = pev->origin; |
|
vecStart.z += pev->size.z * 0.5f; |
|
Vector vecEnd = vecStart + ( gpGlobals->v_forward * 70 ); |
|
|
|
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); |
|
|
|
if( tr.pHit ) |
|
{ |
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
|
return pEntity; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//========================================================= |
|
// GetGunPosition return the end of the barrel |
|
//========================================================= |
|
|
|
Vector CHGrunt::GetGunPosition() |
|
{ |
|
if( m_fStanding ) |
|
{ |
|
return pev->origin + Vector( 0, 0, 60 ); |
|
} |
|
else |
|
{ |
|
return pev->origin + Vector( 0, 0, 48 ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CHGrunt::Shoot( void ) |
|
{ |
|
if (m_hEnemy == 0 && m_pCine == 0) //LRC - scripts may fire when you have no enemy |
|
{ |
|
return; |
|
} |
|
|
|
Vector vecShootOrigin = GetGunPosition(); |
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
|
|
|
if (m_cAmmoLoaded > 0) |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); |
|
EjectBrass( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL ); |
|
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
} |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CHGrunt::Shotgun( void ) |
|
{ |
|
if (m_hEnemy == 0 && m_pCine == 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.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
Vector vecShootDir; |
|
Vector vecShootOrigin; |
|
|
|
switch( pEvent->event ) |
|
{ |
|
case HGRUNT_AE_DROP_GUN: |
|
{ |
|
if (pev->spawnflags & SF_MONSTER_NO_WPN_DROP) break; //LRC |
|
|
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
// switch to body group with no gun. |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
|
|
// now spawn a gun. |
|
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
|
{ |
|
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
|
} |
|
else |
|
{ |
|
DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
|
} |
|
|
|
if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
|
{ |
|
DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
|
} |
|
} |
|
break; |
|
case HGRUNT_AE_RELOAD: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); |
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions( bits_COND_NO_AMMO_LOADED ); |
|
break; |
|
case HGRUNT_AE_GREN_TOSS: |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 3.5 ); |
|
//LRC - a bit of a hack. Ideally the grunts would work out in advance whether it's ok to throw. |
|
if (m_pCine) |
|
{ |
|
Vector vecToss = g_vecZero; |
|
if (m_hTargetEnt != 0 && m_pCine->PreciseAttack()) |
|
{ |
|
vecToss = VecCheckToss( pev, GetGunPosition(), m_hTargetEnt->pev->origin, 0.5 ); |
|
} |
|
if (vecToss == g_vecZero) |
|
{ |
|
vecToss = (gpGlobals->v_forward*0.5+gpGlobals->v_up*0.5).Normalize()*gSkillData.hgruntGrenadeSpeed; |
|
} |
|
CGrenade::ShootTimed( pev, GetGunPosition(), vecToss, 3.5 ); |
|
} |
|
else |
|
CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); |
|
|
|
m_fThrowGrenade = FALSE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
|
// !!!LATER - when in a group, only try to throw grenade if ordered. |
|
} |
|
break; |
|
case HGRUNT_AE_GREN_LAUNCH: |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM ); |
|
//LRC: firing due to a script? |
|
if (m_pCine) |
|
{ |
|
Vector vecToss; |
|
if (m_hTargetEnt != 0 && m_pCine->PreciseAttack()) |
|
vecToss = VecCheckThrow( pev, GetGunPosition(), m_hTargetEnt->pev->origin, gSkillData.hgruntGrenadeSpeed, 0.5 ); |
|
else |
|
{ |
|
// just shoot diagonally up+forwards |
|
UTIL_MakeVectors(pev->angles); |
|
vecToss = (gpGlobals->v_forward*0.5 + gpGlobals->v_up*0.5).Normalize() * gSkillData.hgruntGrenadeSpeed; |
|
} |
|
CGrenade::ShootContact( pev, GetGunPosition(), vecToss ); |
|
} |
|
else |
|
CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity ); |
|
m_fThrowGrenade = FALSE; |
|
if( g_iSkillLevel == SKILL_HARD ) |
|
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2.0f, 5.0f );// wait a random amount of time before shooting again |
|
else |
|
m_flNextGrenadeCheck = gpGlobals->time + 6.0f;// wait six seconds before even looking again to see if a grenade can be thrown. |
|
} |
|
break; |
|
case HGRUNT_AE_GREN_DROP: |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); |
|
} |
|
break; |
|
case HGRUNT_AE_BURST1: |
|
{ |
|
if( FBitSet( pev->weapons, HGRUNT_9MMAR ) ) |
|
{ |
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
|
if (m_cAmmoLoaded > 0) |
|
{ |
|
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 |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM ); |
|
} |
|
|
|
Shoot(); |
|
} |
|
else |
|
{ |
|
Shotgun(); |
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); |
|
} |
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
|
} |
|
break; |
|
case HGRUNT_AE_BURST2: |
|
case HGRUNT_AE_BURST3: |
|
Shoot(); |
|
break; |
|
case HGRUNT_AE_KICK: |
|
{ |
|
CBaseEntity *pHurt = Kick(); |
|
|
|
if( pHurt ) |
|
{ |
|
// SOUND HERE! |
|
UTIL_MakeVectors( pev->angles ); |
|
pHurt->pev->punchangle.x = 15; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; |
|
pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); |
|
} |
|
} |
|
break; |
|
case HGRUNT_AE_CAUGHT_ENEMY: |
|
{ |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
|
|
} |
|
break; |
|
default: |
|
CSquadMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CHGrunt::Spawn() |
|
{ |
|
Precache(); |
|
|
|
if (pev->model) |
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC |
|
else |
|
SET_MODEL( ENT( pev ), "models/hgrunt.mdl" ); |
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
pev->effects = 0; |
|
if (pev->health == 0) |
|
pev->health = gSkillData.hgruntHealth; |
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; |
|
m_flNextPainTime = gpGlobals->time; |
|
m_iSentence = HGRUNT_SENT_NONE; |
|
|
|
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
|
|
|
m_fEnemyEluded = FALSE; |
|
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. |
|
|
|
m_HackedGunPos = Vector( 0, 0, 55 ); |
|
|
|
if( pev->weapons == 0 ) |
|
{ |
|
// initialize to original values |
|
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; |
|
// pev->weapons = HGRUNT_SHOTGUN; |
|
// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; |
|
} |
|
|
|
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
|
{ |
|
SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); |
|
m_cClipSize = 8; |
|
} |
|
else |
|
{ |
|
m_cClipSize = GRUNT_CLIP_SIZE; |
|
} |
|
m_cAmmoLoaded = m_cClipSize; |
|
|
|
if( RANDOM_LONG( 0, 99 ) < 80 ) |
|
pev->skin = 0; // light skin |
|
else |
|
pev->skin = 1; // dark skin |
|
|
|
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
|
{ |
|
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN ); |
|
} |
|
else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
|
{ |
|
SetBodygroup( HEAD_GROUP, HEAD_M203 ); |
|
pev->skin = 1; // alway dark skin |
|
} |
|
|
|
CTalkMonster::g_talkWaitTime = 0; |
|
|
|
MonsterInit(); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CHGrunt::Precache() |
|
{ |
|
if (pev->model) |
|
PRECACHE_MODEL(STRING(pev->model)); //LRC |
|
else |
|
PRECACHE_MODEL( "models/hgrunt.mdl" ); |
|
|
|
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_reload1.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/glauncher.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/sbarrel1.wav" ); |
|
|
|
PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event |
|
|
|
// get voice pitch |
|
if( RANDOM_LONG( 0, 1 ) ) |
|
m_voicePitch = 109 + RANDOM_LONG( 0, 7 ); |
|
else |
|
m_voicePitch = 100; |
|
|
|
m_iBrassShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell |
|
m_iShotgunShell = PRECACHE_MODEL( "models/shotgunshell.mdl" ); |
|
} |
|
|
|
//========================================================= |
|
// start task |
|
//========================================================= |
|
void CHGrunt::StartTask( Task_t *pTask ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_GRUNT_CHECK_FIRE: |
|
if( !NoFriendlyFire() ) |
|
{ |
|
SetConditions( bits_COND_GRUNT_NOFIRE ); |
|
} |
|
TaskComplete(); |
|
break; |
|
case TASK_GRUNT_SPEAK_SENTENCE: |
|
SpeakSentence(); |
|
TaskComplete(); |
|
break; |
|
case TASK_WALK_PATH: |
|
case TASK_RUN_PATH: |
|
// grunt no longer assumes he is covered if he moves |
|
Forget( bits_MEMORY_INCOVER ); |
|
CSquadMonster::StartTask( pTask ); |
|
break; |
|
case TASK_RELOAD: |
|
m_IdealActivity = ACT_RELOAD; |
|
break; |
|
case TASK_GRUNT_FACE_TOSS_DIR: |
|
break; |
|
case TASK_FACE_IDEAL: |
|
case TASK_FACE_ENEMY: |
|
CSquadMonster::StartTask( pTask ); |
|
if( pev->movetype == MOVETYPE_FLY ) |
|
{ |
|
m_IdealActivity = ACT_GLIDE; |
|
} |
|
break; |
|
default: |
|
CSquadMonster::StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CHGrunt::RunTask( Task_t *pTask ) |
|
{ |
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_GRUNT_FACE_TOSS_DIR: |
|
{ |
|
// project a point along the toss vector and turn to face that point. |
|
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 ); |
|
ChangeYaw( pev->yaw_speed ); |
|
|
|
if( FacingIdeal() ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
} |
|
break; |
|
} |
|
default: |
|
{ |
|
CSquadMonster::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CHGrunt::PainSound( void ) |
|
{ |
|
if( gpGlobals->time > m_flNextPainTime ) |
|
{ |
|
#if 0 |
|
if( RANDOM_LONG( 0, 99 ) < 5 ) |
|
{ |
|
// pain sentences are rare |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM ); |
|
JustSpoke(); |
|
return; |
|
} |
|
} |
|
#endif |
|
switch( RANDOM_LONG( 0, 6 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); |
|
break; |
|
case 3: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 4: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
|
|
m_flNextPainTime = gpGlobals->time + 1; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CHGrunt::DeathSound( void ) |
|
{ |
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
//========================================================= |
|
// GruntFail |
|
//========================================================= |
|
Task_t tlGruntFail[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT, (float)2 }, |
|
{ TASK_WAIT_PVS, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntFail[] = |
|
{ |
|
{ |
|
tlGruntFail, |
|
ARRAYSIZE( tlGruntFail ), |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2, |
|
0, |
|
"Grunt Fail" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Grunt Combat Fail |
|
//========================================================= |
|
Task_t tlGruntCombatFail[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)2 }, |
|
{ TASK_WAIT_PVS, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntCombatFail[] = |
|
{ |
|
{ |
|
tlGruntCombatFail, |
|
ARRAYSIZE( tlGruntCombatFail ), |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2, |
|
0, |
|
"Grunt Combat Fail" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Victory dance! |
|
//========================================================= |
|
Task_t tlGruntVictoryDance[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_WAIT, (float)1.5 }, |
|
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
}; |
|
|
|
Schedule_t slGruntVictoryDance[] = |
|
{ |
|
{ |
|
tlGruntVictoryDance, |
|
ARRAYSIZE( tlGruntVictoryDance ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"GruntVictoryDance" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Establish line of fire - move to a position that allows |
|
// the grunt to attack. |
|
//========================================================= |
|
Task_t tlGruntEstablishLineOfFire[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL }, |
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_SPEAK_SENTENCE,(float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntEstablishLineOfFire[] = |
|
{ |
|
{ |
|
tlGruntEstablishLineOfFire, |
|
ARRAYSIZE( tlGruntEstablishLineOfFire ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_CAN_MELEE_ATTACK2 | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER, |
|
"GruntEstablishLineOfFire" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// GruntFoundEnemy - grunt established sight with an enemy |
|
// that was hiding from the squad. |
|
//========================================================= |
|
Task_t tlGruntFoundEnemy[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL1 }, |
|
}; |
|
|
|
Schedule_t slGruntFoundEnemy[] = |
|
{ |
|
{ |
|
tlGruntFoundEnemy, |
|
ARRAYSIZE( tlGruntFoundEnemy ), |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER, |
|
"GruntFoundEnemy" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// GruntCombatFace Schedule |
|
//========================================================= |
|
Task_t tlGruntCombatFace1[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_WAIT, (float)1.5 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_SWEEP }, |
|
}; |
|
|
|
Schedule_t slGruntCombatFace[] = |
|
{ |
|
{ |
|
tlGruntCombatFace1, |
|
ARRAYSIZE( tlGruntCombatFace1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2, |
|
0, |
|
"Combat Face" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Suppressing fire - don't stop shooting until the clip is |
|
// empty or grunt gets hurt. |
|
//========================================================= |
|
Task_t tlGruntSignalSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0}, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntSignalSuppress[] = |
|
{ |
|
{ |
|
tlGruntSignalSuppress, |
|
ARRAYSIZE( tlGruntSignalSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_GRUNT_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
bits_SOUND_DANGER, |
|
"SignalSuppress" |
|
}, |
|
}; |
|
|
|
Task_t tlGruntSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntSuppress[] = |
|
{ |
|
{ |
|
tlGruntSuppress, |
|
ARRAYSIZE( tlGruntSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_GRUNT_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
bits_SOUND_DANGER, |
|
"Suppress" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// grunt wait in cover - we don't allow danger or the ability |
|
// to attack to break a grunt's run to cover schedule, but |
|
// when a grunt is in cover, we do want them to attack if they can. |
|
//========================================================= |
|
Task_t tlGruntWaitInCover[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)1 }, |
|
}; |
|
|
|
Schedule_t slGruntWaitInCover[] = |
|
{ |
|
{ |
|
tlGruntWaitInCover, |
|
ARRAYSIZE( tlGruntWaitInCover ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2, |
|
bits_SOUND_DANGER, |
|
"GruntWaitInCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// run to cover. |
|
// !!!BUGBUG - set a decent fail schedule here. |
|
//========================================================= |
|
Task_t tlGruntTakeCover1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED }, |
|
{ TASK_WAIT, (float)0.2 }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_SPEAK_SENTENCE, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slGruntTakeCover[] = |
|
{ |
|
{ |
|
tlGruntTakeCover1, |
|
ARRAYSIZE ( tlGruntTakeCover1 ), |
|
0, |
|
0, |
|
"TakeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// drop grenade then run to cover. |
|
//========================================================= |
|
Task_t tlGruntGrenadeCover1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 }, |
|
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 }, |
|
{ TASK_CLEAR_MOVE_WAIT, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slGruntGrenadeCover[] = |
|
{ |
|
{ |
|
tlGruntGrenadeCover1, |
|
ARRAYSIZE( tlGruntGrenadeCover1 ), |
|
0, |
|
0, |
|
"GrenadeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// drop grenade then run to cover. |
|
//========================================================= |
|
Task_t tlGruntTossGrenadeCover1[] = |
|
{ |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_RANGE_ATTACK2, (float)0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, |
|
}; |
|
|
|
Schedule_t slGruntTossGrenadeCover[] = |
|
{ |
|
{ |
|
tlGruntTossGrenadeCover1, |
|
ARRAYSIZE( tlGruntTossGrenadeCover1 ), |
|
0, |
|
0, |
|
"TossGrenadeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// hide from the loudest sound source (to run from grenade) |
|
//========================================================= |
|
Task_t tlGruntTakeCoverFromBestSound[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
}; |
|
|
|
Schedule_t slGruntTakeCoverFromBestSound[] = |
|
{ |
|
{ |
|
tlGruntTakeCoverFromBestSound, |
|
ARRAYSIZE( tlGruntTakeCoverFromBestSound ), |
|
0, |
|
0, |
|
"GruntTakeCoverFromBestSound" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Grunt reload schedule |
|
//========================================================= |
|
Task_t tlGruntHideReload[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD }, |
|
}; |
|
|
|
Schedule_t slGruntHideReload[] = |
|
{ |
|
{ |
|
tlGruntHideReload, |
|
ARRAYSIZE( tlGruntHideReload ), |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER, |
|
"GruntHideReload" |
|
} |
|
}; |
|
|
|
//========================================================= |
|
// Do a turning sweep of the area |
|
//========================================================= |
|
Task_t tlGruntSweep[] = |
|
{ |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
}; |
|
|
|
Schedule_t slGruntSweep[] = |
|
{ |
|
{ |
|
tlGruntSweep, |
|
ARRAYSIZE( tlGruntSweep ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_WORLD |// sound flags |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER, |
|
"Grunt Sweep" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded. |
|
// grunt's grenade toss requires the enemy be occluded. |
|
//========================================================= |
|
Task_t tlGruntRangeAttack1A[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntRangeAttack1A[] = |
|
{ |
|
{ |
|
tlGruntRangeAttack1A, |
|
ARRAYSIZE( tlGruntRangeAttack1A ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_GRUNT_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
bits_SOUND_DANGER, |
|
"Range Attack1A" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded. |
|
// grunt's grenade toss requires the enemy be occluded. |
|
//========================================================= |
|
Task_t tlGruntRangeAttack1B[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_IDLE_ANGRY }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_GRUNT_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntRangeAttack1B[] = |
|
{ |
|
{ |
|
tlGruntRangeAttack1B, |
|
ARRAYSIZE( tlGruntRangeAttack1B ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED | |
|
bits_COND_GRUNT_NOFIRE | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER, |
|
"Range Attack1B" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded. |
|
// grunt's grenade toss requires the enemy be occluded. |
|
//========================================================= |
|
Task_t tlGruntRangeAttack2[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_GRUNT_FACE_TOSS_DIR, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. |
|
}; |
|
|
|
Schedule_t slGruntRangeAttack2[] = |
|
{ |
|
{ |
|
tlGruntRangeAttack2, |
|
ARRAYSIZE( tlGruntRangeAttack2 ), |
|
0, |
|
0, |
|
"RangeAttack2" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlGruntRepel[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, |
|
}; |
|
|
|
Schedule_t slGruntRepel[] = |
|
{ |
|
{ |
|
tlGruntRepel, |
|
ARRAYSIZE( tlGruntRepel ), |
|
bits_COND_SEE_ENEMY | |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_PLAYER, |
|
"Repel" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlGruntRepelAttack[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY }, |
|
}; |
|
|
|
Schedule_t slGruntRepelAttack[] = |
|
{ |
|
{ |
|
tlGruntRepelAttack, |
|
ARRAYSIZE( tlGruntRepelAttack ), |
|
bits_COND_ENEMY_OCCLUDED, |
|
0, |
|
"Repel Attack" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel land |
|
//========================================================= |
|
Task_t tlGruntRepelLand[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND }, |
|
{ TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_CLEAR_LASTPOSITION, (float)0 }, |
|
}; |
|
|
|
Schedule_t slGruntRepelLand[] = |
|
{ |
|
{ |
|
tlGruntRepelLand, |
|
ARRAYSIZE( tlGruntRepelLand ), |
|
bits_COND_SEE_ENEMY | |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
bits_SOUND_DANGER | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_PLAYER, |
|
"Repel Land" |
|
}, |
|
}; |
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHGrunt ) |
|
{ |
|
slGruntFail, |
|
slGruntCombatFail, |
|
slGruntVictoryDance, |
|
slGruntEstablishLineOfFire, |
|
slGruntFoundEnemy, |
|
slGruntCombatFace, |
|
slGruntSignalSuppress, |
|
slGruntSuppress, |
|
slGruntWaitInCover, |
|
slGruntTakeCover, |
|
slGruntGrenadeCover, |
|
slGruntTossGrenadeCover, |
|
slGruntTakeCoverFromBestSound, |
|
slGruntHideReload, |
|
slGruntSweep, |
|
slGruntRangeAttack1A, |
|
slGruntRangeAttack1B, |
|
slGruntRangeAttack2, |
|
slGruntRepel, |
|
slGruntRepelAttack, |
|
slGruntRepelLand, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster ) |
|
|
|
//========================================================= |
|
// SetActivity |
|
//========================================================= |
|
void CHGrunt::SetActivity( Activity NewActivity ) |
|
{ |
|
int iSequence = ACTIVITY_NOT_AVAILABLE; |
|
//void *pmodel = GET_MODEL_PTR( ENT( pev ) ); |
|
|
|
switch( NewActivity ) |
|
{ |
|
case ACT_RANGE_ATTACK1: |
|
// grunt is either shooting standing or shooting crouched |
|
if( FBitSet( pev->weapons, HGRUNT_9MMAR ) ) |
|
{ |
|
if( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_mp5" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_mp5" ); |
|
} |
|
} |
|
else |
|
{ |
|
if( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_shotgun" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_shotgun" ); |
|
} |
|
} |
|
break; |
|
case ACT_RANGE_ATTACK2: |
|
// grunt is going to a secondary long range attack. This may be a thrown |
|
// grenade or fired grenade, we must determine which and pick proper sequence |
|
if( pev->weapons & HGRUNT_HANDGRENADE ) |
|
{ |
|
// get toss anim |
|
iSequence = LookupSequence( "throwgrenade" ); |
|
} |
|
// LRC: added a test to stop a marine without a launcher from firing. |
|
else if ( pev->weapons & HGRUNT_GRENADELAUNCHER ) |
|
{ |
|
// get launch anim |
|
iSequence = LookupSequence( "launchgrenade" ); |
|
} |
|
else |
|
{ |
|
ALERT( at_console, "No grenades available. "); // flow into the error message we get at the end... |
|
} |
|
break; |
|
case ACT_RUN: |
|
if( pev->health <= HGRUNT_LIMP_HEALTH ) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity( ACT_RUN_HURT ); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity( NewActivity ); |
|
} |
|
break; |
|
case ACT_WALK: |
|
if( pev->health <= HGRUNT_LIMP_HEALTH ) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity( ACT_WALK_HURT ); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity( NewActivity ); |
|
} |
|
break; |
|
case ACT_IDLE: |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
{ |
|
NewActivity = ACT_IDLE_ANGRY; |
|
} |
|
iSequence = LookupActivity( NewActivity ); |
|
break; |
|
default: |
|
iSequence = LookupActivity( NewActivity ); |
|
break; |
|
} |
|
|
|
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present |
|
|
|
// Set to the desired anim, or default anim if the desired is not present |
|
if( iSequence > ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
if( pev->sequence != iSequence || !m_fSequenceLoops ) |
|
{ |
|
pev->frame = 0; |
|
} |
|
|
|
pev->sequence = iSequence; // Set to the reset anim (if it's there) |
|
ResetSequenceInfo(); |
|
SetYawSpeed(); |
|
} |
|
else |
|
{ |
|
// Not available try to get default anim |
|
ALERT( at_console, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); |
|
pev->sequence = 0; // Set to the reset anim (if it's there) |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Get Schedule! |
|
//========================================================= |
|
Schedule_t *CHGrunt::GetSchedule( void ) |
|
{ |
|
|
|
// clear old sentence |
|
m_iSentence = HGRUNT_SENT_NONE; |
|
|
|
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. |
|
if( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) |
|
{ |
|
if( pev->flags & FL_ONGROUND ) |
|
{ |
|
// just landed |
|
pev->movetype = MOVETYPE_STEP; |
|
return GetScheduleOfType( SCHED_GRUNT_REPEL_LAND ); |
|
} |
|
else |
|
{ |
|
// repel down a rope, |
|
if( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK ); |
|
else |
|
return GetScheduleOfType( SCHED_GRUNT_REPEL ); |
|
} |
|
} |
|
|
|
// grunts place HIGH priority on running away from danger sounds. |
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if( pSound ) |
|
{ |
|
if( pSound->m_iType & bits_SOUND_DANGER ) |
|
{ |
|
// dangerous sound nearby! |
|
|
|
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, |
|
// and the grunt should find cover from the blast |
|
// good place for "SHIT!" or some other colorful verbal indicator of dismay. |
|
// It's not safe to play a verbal order here "Scatter", etc cause |
|
// this may only affect a single individual in a squad. |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
/* |
|
if( !HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) ) |
|
{ |
|
MakeIdealYaw( pSound->m_vecOrigin ); |
|
} |
|
*/ |
|
} |
|
} |
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// dead enemy |
|
if( HasConditions( bits_COND_ENEMY_DEAD ) ) |
|
{ |
|
// call base class, all code to handle dead enemies is centralized there. |
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
// new enemy |
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
if( InSquad() ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
|
|
if( !IsLeader() ) |
|
{ |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a |
|
// monster and has made it the squad's enemy. You |
|
// can check pev->flags for FL_CLIENT to determine whether this is the player |
|
// or a monster. He's going to immediately start |
|
// firing, though. If you'd like, we can make an alternate "first sight" |
|
// schedule where the leader plays a handsign anim |
|
// that gives us enough time to hear a short sentence or spoken command |
|
// before he starts pluggin away. |
|
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
if( ( m_hEnemy != 0 ) && m_hEnemy->IsPlayer() ) |
|
// player |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
else if( ( m_hEnemy != 0 ) && |
|
( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) && |
|
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) && |
|
( m_hEnemy->Classify() != CLASS_MACHINE ) ) |
|
// monster |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
|
|
JustSpoke(); |
|
} |
|
|
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_GRUNT_SUPPRESS ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
} |
|
} |
|
// no ammo |
|
else if( HasConditions( bits_COND_NO_AMMO_LOADED ) ) |
|
{ |
|
//!!!KELLY - this individual just realized he's out of bullet ammo. |
|
// He's going to try to find cover to run to and reload, but rarely, if |
|
// none is available, he'll drop and reload in the open here. |
|
return GetScheduleOfType( SCHED_GRUNT_COVER_AND_RELOAD ); |
|
} |
|
// damaged just a little |
|
else if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
{ |
|
// if hurt: |
|
// 90% chance of taking cover |
|
// 10% chance of flinch. |
|
int iPercent = RANDOM_LONG( 0, 99 ); |
|
|
|
if( iPercent <= 90 && m_hEnemy != 0 ) |
|
{ |
|
// only try to take cover if we actually have an enemy! |
|
|
|
//!!!KELLY - this grunt was hit and is going to run to cover. |
|
if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT( pev ), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
m_iSentence = HGRUNT_SENT_COVER; |
|
//JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
} |
|
// can kick |
|
else if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); |
|
} |
|
// can grenade launch |
|
else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
// shoot a grenade if you can |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
// can shoot |
|
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
if( InSquad() ) |
|
{ |
|
// if the enemy has eluded the squad and a squad member has just located the enemy |
|
// and the enemy does not see the squad member, issue a call to the squad to waste a |
|
// little time and give the player a chance to turn. |
|
if( MySquadLeader()->m_fEnemyEluded && !HasConditions( bits_COND_ENEMY_FACING_ME ) ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
return GetScheduleOfType( SCHED_GRUNT_FOUND_ENEMY ); |
|
} |
|
} |
|
|
|
if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
// try to take an available ENGAGE slot |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
// throw a grenade if can and no engage slots are available |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else |
|
{ |
|
// hide! |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
} |
|
// can't see enemy |
|
else if( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) |
|
{ |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
//!!!KELLY - grunt cannot see the enemy and has just decided to |
|
// charge the enemy's position. |
|
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
m_iSentence = HGRUNT_SENT_CHARGE; |
|
//JustSpoke(); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - grunt is going to stay put for a couple seconds to see if |
|
// the enemy wanders back out into the open, or approaches the |
|
// grunt's covered position. Good place for a taunt, I guess? |
|
if( FOkToSpeak() && RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_STANDOFF ); |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
// no special cases here, call the base class |
|
return CSquadMonster::GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t *CHGrunt::GetScheduleOfType( int Type ) |
|
{ |
|
switch( Type ) |
|
{ |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
{ |
|
if( InSquad() ) |
|
{ |
|
if( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
if( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT( pev ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); |
|
JustSpoke(); |
|
} |
|
return slGruntTossGrenadeCover; |
|
} |
|
else |
|
{ |
|
return &slGruntTakeCover[0]; |
|
} |
|
} |
|
else |
|
{ |
|
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) ) |
|
{ |
|
return &slGruntGrenadeCover[ 0 ]; |
|
} |
|
else |
|
{ |
|
return &slGruntTakeCover[ 0 ]; |
|
} |
|
} |
|
} |
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
|
{ |
|
return &slGruntTakeCoverFromBestSound[0]; |
|
} |
|
case SCHED_GRUNT_TAKECOVER_FAILED: |
|
{ |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_FAIL ); |
|
} |
|
break; |
|
case SCHED_GRUNT_ELOF_FAIL: |
|
{ |
|
// human grunt is unable to move to a position that allows him to attack the enemy. |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
break; |
|
case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: |
|
{ |
|
return &slGruntEstablishLineOfFire[0]; |
|
} |
|
break; |
|
case SCHED_RANGE_ATTACK1: |
|
{ |
|
// randomly stand or crouch |
|
if( RANDOM_LONG( 0, 9 ) == 0 ) |
|
m_fStanding = RANDOM_LONG( 0, 1 ); |
|
|
|
if( m_fStanding ) |
|
return &slGruntRangeAttack1B[0]; |
|
else |
|
return &slGruntRangeAttack1A[0]; |
|
} |
|
case SCHED_RANGE_ATTACK2: |
|
{ |
|
return &slGruntRangeAttack2[0]; |
|
} |
|
case SCHED_COMBAT_FACE: |
|
{ |
|
return &slGruntCombatFace[0]; |
|
} |
|
case SCHED_GRUNT_WAIT_FACE_ENEMY: |
|
{ |
|
return &slGruntWaitInCover[0]; |
|
} |
|
case SCHED_GRUNT_SWEEP: |
|
{ |
|
return &slGruntSweep[0]; |
|
} |
|
case SCHED_GRUNT_COVER_AND_RELOAD: |
|
{ |
|
return &slGruntHideReload[0]; |
|
} |
|
case SCHED_GRUNT_FOUND_ENEMY: |
|
{ |
|
return &slGruntFoundEnemy[0]; |
|
} |
|
case SCHED_VICTORY_DANCE: |
|
{ |
|
if( InSquad() ) |
|
{ |
|
if( !IsLeader() ) |
|
{ |
|
return &slGruntFail[0]; |
|
} |
|
} |
|
|
|
return &slGruntVictoryDance[0]; |
|
} |
|
case SCHED_GRUNT_SUPPRESS: |
|
{ |
|
if( m_hEnemy->IsPlayer() && m_fFirstEncounter ) |
|
{ |
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy |
|
return &slGruntSignalSuppress[0]; |
|
} |
|
else |
|
{ |
|
return &slGruntSuppress[0]; |
|
} |
|
} |
|
case SCHED_FAIL: |
|
{ |
|
if( m_hEnemy != 0 ) |
|
{ |
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover. |
|
return &slGruntCombatFail[0]; |
|
} |
|
|
|
return &slGruntFail[0]; |
|
} |
|
case SCHED_GRUNT_REPEL: |
|
{ |
|
if( pev->velocity.z > -128 ) |
|
pev->velocity.z -= 32; |
|
return &slGruntRepel[0]; |
|
} |
|
case SCHED_GRUNT_REPEL_ATTACK: |
|
{ |
|
if( pev->velocity.z > -128 ) |
|
pev->velocity.z -= 32; |
|
return &slGruntRepelAttack[0]; |
|
} |
|
case SCHED_GRUNT_REPEL_LAND: |
|
{ |
|
return &slGruntRepelLand[0]; |
|
} |
|
default: |
|
{ |
|
return CSquadMonster::GetScheduleOfType( Type ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CHGruntRepel - when triggered, spawns a monster_human_grunt |
|
// repelling down a line. |
|
//========================================================= |
|
|
|
class CHGruntRepel : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
int m_iSpriteTexture; // Don't save, precache |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_grunt_repel, CHGruntRepel ) |
|
|
|
void CHGruntRepel::Spawn( void ) |
|
{ |
|
Precache(); |
|
pev->solid = SOLID_NOT; |
|
|
|
SetUse( &CHGruntRepel::RepelUse ); |
|
} |
|
|
|
void CHGruntRepel::Precache( void ) |
|
{ |
|
UTIL_PrecacheOther( "monster_human_grunt" ); |
|
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); |
|
} |
|
|
|
void CHGruntRepel::RepelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
TraceResult tr; |
|
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0 ), dont_ignore_monsters, ENT( pev ), &tr ); |
|
/* |
|
if( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP ) |
|
return NULL; |
|
*/ |
|
|
|
CBaseEntity *pEntity = Create( "monster_human_grunt", pev->origin, pev->angles ); |
|
CBaseMonster *pGrunt = pEntity->MyMonsterPointer(); |
|
pGrunt->pev->movetype = MOVETYPE_FLY; |
|
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); |
|
pGrunt->SetActivity( ACT_GLIDE ); |
|
// UNDONE: position? |
|
pGrunt->m_vecLastPosition = tr.vecEndPos; |
|
|
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); |
|
pBeam->PointEntInit( pev->origin + Vector( 0, 0, 112 ), pGrunt->entindex() ); |
|
pBeam->SetFlags( BEAM_FSOLID ); |
|
pBeam->SetColor( 255, 255, 255 ); |
|
pBeam->SetThink( &CBeam::SUB_Remove ); |
|
pBeam->SetNextThink( -4096.0f * tr.flFraction / pGrunt->pev->velocity.z + 0.5f ); |
|
|
|
UTIL_Remove( this ); |
|
} |
|
|
|
//========================================================= |
|
// DEAD HGRUNT PROP |
|
//========================================================= |
|
class CDeadHGrunt : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify( void ) { return CLASS_HUMAN_MILITARY; } |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
|
static const char *m_szPoses[3]; |
|
}; |
|
|
|
const char *CDeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; |
|
|
|
void CDeadHGrunt::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
|
{ |
|
m_iPose = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( monster_hgrunt_dead, CDeadHGrunt ) |
|
|
|
//========================================================= |
|
// ********** DeadHGrunt SPAWN ********** |
|
//========================================================= |
|
void CDeadHGrunt::Spawn( void ) |
|
{ |
|
int oldBody; |
|
|
|
PRECACHE_MODEL( "models/hgrunt.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/hgrunt.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 hgrunt with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
oldBody = pev->body; |
|
pev->body = 0; |
|
|
|
if (oldBody >= 5 && oldBody <= 7) |
|
pev->skin = 1; |
|
else |
|
pev->skin = 0; |
|
|
|
switch( pev->weapons ) |
|
{ |
|
case 0: // MP5 |
|
SetBodygroup( GUN_GROUP, GUN_MP5 ); |
|
break; |
|
case 1: // Shotgun |
|
SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); |
|
break; |
|
case 2: // No gun |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
} |
|
|
|
switch( oldBody ) |
|
{ |
|
case 2: // Gasmask, no gun |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); //fall through |
|
case 0: case 6: // Gasmask (white/black) |
|
SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); |
|
break; |
|
case 3: // Commander, no gun |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); //fall through |
|
case 1: // Commander |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
break; |
|
case 4: case 7: // Skimask (white/black) |
|
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN ); |
|
break; |
|
case 5: // Commander |
|
SetBodygroup( HEAD_GROUP, HEAD_M203 ); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|