mirror of
https://github.com/YGGverse/hlsdk-portable.git
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4008 lines
104 KiB
C++
4008 lines
104 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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// Based on implementation by Raven City Team, modified by FreeSlave
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "animation.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "customentity.h"
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#include "decals.h"
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#include "hgrunt.h"
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#include "plane.h"
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//=========================================================
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//
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//=========================================================
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#define FGRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define FGRUNT_LIMP_HEALTH 20
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#define FGRUNT_SENTENCE_VOLUME 0.35
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#define FGRUNT_9MMAR ( 1 << 0)
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#define FGRUNT_HANDGRENADE ( 1 << 1)
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#define FGRUNT_GRENADELAUNCHER ( 1 << 2)
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#define FGRUNT_SHOTGUN ( 1 << 3)
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#define FGRUNT_M249 ( 1 << 4)
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// Torso group for weapons
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#define FG_TORSO_GROUP 2
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#define FG_TORSO_DEFAULT 0
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#define FG_TORSO_M249 1
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#define FG_TORSO_FLAT 2
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#define FG_TORSO_SHOTGUN 3
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// Weapon group
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#define FG_GUN_GROUP 3
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#define FG_GUN_MP5 0
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#define FG_GUN_SHOTGUN 1
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#define FG_GUN_SAW 2
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#define FG_GUN_NONE 3
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#define CALL_MEDIC_DELAY 6 // Wait before calling for medic again.
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_HGRUNT_ALLY_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1,
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TASK_HGRUNT_ALLY_SPEAK_SENTENCE,
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TASK_HGRUNT_ALLY_CHECK_FIRE,
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TASK_HGRUNT_ALLY_FIND_MEDIC,
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LAST_HGRUNT_ALLY_TASK
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};
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//=========================================================
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// monster heads
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//=========================================================
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// Head group
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#define FG_HEAD_GROUP 1
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enum
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{
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FG_HEAD_MASK,
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FG_HEAD_BERET,
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FG_HEAD_SHOTGUN,
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FG_HEAD_SAW,
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FG_HEAD_SAW_BLACK,
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FG_HEAD_MP,
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FG_HEAD_MAJOR,
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FG_HEAD_BERET_BLACK,
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FG_HEAD_COUNT
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HGRUNT_ALLY_AE_RELOAD ( 2 )
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#define HGRUNT_ALLY_AE_KICK ( 3 )
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#define HGRUNT_ALLY_AE_BURST1 ( 4 )
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#define HGRUNT_ALLY_AE_BURST2 ( 5 )
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#define HGRUNT_ALLY_AE_BURST3 ( 6 )
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#define HGRUNT_ALLY_AE_GREN_TOSS ( 7 )
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#define HGRUNT_ALLY_AE_GREN_LAUNCH ( 8 )
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#define HGRUNT_ALLY_AE_GREN_DROP ( 9 )
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#define HGRUNT_ALLY_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
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#define HGRUNT_ALLY_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_HGRUNT_ALLY_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1,
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SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_HGRUNT_ALLY_COVER_AND_RELOAD,
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SCHED_HGRUNT_ALLY_SWEEP,
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SCHED_HGRUNT_ALLY_FOUND_ENEMY,
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SCHED_HGRUNT_ALLY_REPEL,
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SCHED_HGRUNT_ALLY_REPEL_ATTACK,
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SCHED_HGRUNT_ALLY_REPEL_LAND,
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SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY,
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SCHED_HGRUNT_ALLY_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_HGRUNT_ALLY_ELOF_FAIL,
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SCHED_HGRUNT_ALLY_FIND_MEDIC,
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LAST_HGRUNT_ALLY_SCHEDULE,
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};
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enum
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{
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SCHED_MEDIC_HEAL = LAST_HGRUNT_ALLY_SCHEDULE,
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};
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class CHFGrunt : public CTalkMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int ISoundMask( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void CheckAmmo ( void );
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void SetActivity ( Activity NewActivity );
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
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void KeyValue( KeyValueData *pkvd );
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BOOL FCanCheckAttacks ( void );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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BOOL CheckMeleeAttack1 ( float flDot, float flDist );
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void DeclineFollowing(void);
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int MaxFollowers() { return 5; }
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const char* FriendByNumber( int arrayNumber ) { return m_szFriends[FriendNumber(arrayNumber)]; }
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int NumberOfFriends() { return ARRAYSIZE(m_szFriends); }
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bool WantsToCallMedic();
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bool TryCallForMedic(CBaseEntity* pOther);
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void PrescheduleThink ( void );
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Vector GetGunPosition( void );
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void Shoot ( void );
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void Shotgun ( void );
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void M249 ( void );
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CBaseEntity *Kick( void );
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// Override these to set behavior
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *GetSchedule ( void );
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Schedule_t *PrioritizedSchedule();
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MONSTERSTATE GetIdealState ( void );
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void AlertSound( void );
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void DeathSound( void );
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void PainSound( void );
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void IdleSound( void );
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void GibMonster( void );
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void SpeakSentence( void );
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void TalkInit( void );
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BOOL FOkToSpeak( void );
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void JustSpoke( void );
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void DropMyItems(BOOL isGibbed);
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void DropMyItem(const char *entityName, const Vector &vecGunPos, const Vector &vecGunAngles, BOOL isGibbed);
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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int IRelationship ( CBaseEntity *pTarget );
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BOOL NoFriendlyFire( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck;
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float m_flNextPainTime;
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float m_flMedicWaitTime;
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bool m_flLinkToggle;
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Vector m_vecTossVelocity;
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BOOL m_fThrowGrenade;
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BOOL m_fStanding;
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_cClipSize;
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int m_iSentence;
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int m_iHead;
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float m_flLastHitByPlayer;
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int m_iPlayerHits;
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int m_iBrassShell;
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int m_iShotgunShell;
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int m_iM249Shell;
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int m_iM249Link;
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static const char *pGruntSentences[];
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static const char *m_szFriends[3];
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static int g_fGruntAllyQuestion;
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CUSTOM_SCHEDULES
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protected:
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void KickImpl(float kickDamage);
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void PrecacheHelper();
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void SpawnHelper(const char* model, float health);
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const char* SentenceByNumber(int sentence) {
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return pGruntSentences[sentence];
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}
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};
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LINK_ENTITY_TO_CLASS( monster_human_grunt_ally, CHFGrunt )
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int CHFGrunt::g_fGruntAllyQuestion = 0;
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class CMedic : public CHFGrunt
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{
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public:
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void Spawn( void );
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void Precache( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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void GibMonster();
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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Schedule_t *GetSchedule ( void );
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Schedule_t *GetScheduleOfType(int Type);
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void OnChangeSchedule( Schedule_t *pNewSchedule );
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void StopFollowing( BOOL clearSchedule );
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void SetAnswerQuestion(CTalkMonster *pSpeaker);
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void DropMyItems(BOOL isGibbed);
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void FirePistol ( const char* shotSound, Bullet bullet );
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bool Heal();
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void StartFollowingHealTarget(CBaseEntity* pTarget);
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bool ReadyToHeal();
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void StopHealing();
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CBaseEntity* HealTarget();
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inline bool HasHealTarget() { return HealTarget() != 0; }
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inline bool HasHealCharge() { return m_flHealCharge >= 1; }
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bool InHealSchedule();
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bool CheckHealCharge();
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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CUSTOM_SCHEDULES
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float m_flHealCharge;
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BOOL m_fDepleteLine;
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BOOL m_fHealing;
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};
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TYPEDESCRIPTION CHFGrunt::m_SaveData[] =
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{
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DEFINE_FIELD( CHFGrunt, m_flNextGrenadeCheck, FIELD_TIME ),
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DEFINE_FIELD( CHFGrunt, m_flNextPainTime, FIELD_TIME ),
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DEFINE_FIELD( CHFGrunt, m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CHFGrunt, m_fThrowGrenade, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHFGrunt, m_fStanding, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHFGrunt, m_fFirstEncounter, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHFGrunt, m_cClipSize, FIELD_INTEGER ),
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DEFINE_FIELD( CHFGrunt, m_iHead, FIELD_INTEGER ),
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DEFINE_FIELD( CHFGrunt, m_flMedicWaitTime, FIELD_TIME ),
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DEFINE_FIELD( CHFGrunt, m_flLastHitByPlayer, FIELD_TIME ),
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DEFINE_FIELD( CHFGrunt, m_iPlayerHits, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CHFGrunt, CTalkMonster )
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const char *CHFGrunt::m_szFriends[3] =
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{
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"monster_human_grunt_ally",
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"monster_human_torch_ally",
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"monster_human_medic_ally",
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};
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const char *CHFGrunt::pGruntSentences[] =
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{
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"FG_GREN", // grenade scared grunt
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"FG_ALERT", // sees player
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"FG_MONSTER", // sees monster
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"FG_COVER", // running to cover
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"FG_THROW", // about to throw grenade
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"FG_CHARGE", // running out to get the enemy
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"FG_TAUNT", // say rude things
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};
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typedef enum
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{
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FGRUNT_SENT_NONE = -1,
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FGRUNT_SENT_GREN = 0,
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FGRUNT_SENT_ALERT,
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FGRUNT_SENT_MONSTER,
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FGRUNT_SENT_COVER,
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FGRUNT_SENT_THROW,
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FGRUNT_SENT_CHARGE,
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FGRUNT_SENT_TAUNT,
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} FGRUNT_SENTENCE_TYPES;
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//=========================================================
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// KeyValue
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//
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// !!! netname entvar field is used in squadmonster for groupname!!!
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//=========================================================
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void CHFGrunt :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "head"))
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{
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m_iHead = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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{
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CTalkMonster::KeyValue( pkvd );
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}
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}
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//=========================================================
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// someone else is talking - don't speak
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//=========================================================
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BOOL CHFGrunt :: FOkToSpeak( void )
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{
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// if someone else is talking, don't speak
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
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return FALSE;
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// if in the grip of a barnacle, don't speak
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if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE )
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{
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return FALSE;
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}
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// if not alive, certainly don't speak
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if ( pev->deadflag != DEAD_NO )
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{
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return FALSE;
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}
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if ( pev->spawnflags & SF_MONSTER_GAG )
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{
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if ( m_MonsterState != MONSTERSTATE_COMBAT )
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{
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// no talking outside of combat if gagged.
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return FALSE;
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}
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}
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return TRUE;
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}
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//=========================================================
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//=========================================================
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void CHFGrunt :: JustSpoke( void )
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{
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
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m_iSentence = FGRUNT_SENT_NONE;
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}
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//=========================================================
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// IRelationship - overridden because Male Assassins are
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// Human Grunt's nemesis.
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//=========================================================
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int CHFGrunt::IRelationship ( CBaseEntity *pTarget )
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{
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if ( FClassnameIs( pTarget->pev, "monster_male_assassin" ) )
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{
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return R_NM;
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}
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return CTalkMonster::IRelationship( pTarget );
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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//=========================================================
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// FGruntFail
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//=========================================================
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Task_t tlFGruntFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT, (float)2 },
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{ TASK_WAIT_PVS, (float)0 },
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};
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Schedule_t slFGruntFail[] =
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{
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{
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tlFGruntFail,
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ARRAYSIZE ( tlFGruntFail ),
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bits_COND_CAN_RANGE_ATTACK1 |
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bits_COND_CAN_RANGE_ATTACK2 |
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bits_COND_CAN_MELEE_ATTACK1 |
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bits_COND_CAN_MELEE_ATTACK2,
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0,
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"FGrunt Fail"
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},
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};
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//=========================================================
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// FGrunt Combat Fail
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//=========================================================
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Task_t tlFGruntCombatFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT_FACE_ENEMY, (float)2 },
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{ TASK_WAIT_PVS, (float)0 },
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};
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Schedule_t slFGruntCombatFail[] =
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{
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{
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tlFGruntCombatFail,
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ARRAYSIZE ( tlFGruntCombatFail ),
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bits_COND_CAN_RANGE_ATTACK1 |
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bits_COND_CAN_RANGE_ATTACK2,
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0,
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"FGrunt Combat Fail"
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},
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};
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//=========================================================
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// Victory dance!
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//=========================================================
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Task_t tlFGruntVictoryDance[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_FAIL },
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_WAIT, 1.5f },
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{ TASK_GET_PATH_TO_ENEMY_CORPSE, 64.0f },
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{ TASK_WALK_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
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};
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Schedule_t slFGruntVictoryDance[] =
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{
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{
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tlFGruntVictoryDance,
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ARRAYSIZE ( tlFGruntVictoryDance ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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0,
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"FGruntVictoryDance"
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},
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};
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//=========================================================
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// Establish line of fire - move to a position that allows
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// the grunt to attack.
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//=========================================================
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Task_t tlFGruntEstablishLineOfFire[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HGRUNT_ALLY_ELOF_FAIL },
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{ TASK_GET_PATH_TO_ENEMY, (float)0 },
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{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE,(float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slFGruntEstablishLineOfFire[] =
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|
{
|
|
{
|
|
tlFGruntEstablishLineOfFire,
|
|
ARRAYSIZE ( tlFGruntEstablishLineOfFire ),
|
|
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,
|
|
"FGruntEstablishLineOfFire"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// FGruntFoundEnemy - FGrunt established sight with an enemy
|
|
// that was hiding from the squad.
|
|
//=========================================================
|
|
Task_t tlFGruntFoundEnemy[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
|
|
};
|
|
|
|
Schedule_t slFGruntFoundEnemy[] =
|
|
{
|
|
{
|
|
tlFGruntFoundEnemy,
|
|
ARRAYSIZE ( tlFGruntFoundEnemy ),
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"FGruntFoundEnemy"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// GruntCombatFace Schedule
|
|
//=========================================================
|
|
Task_t tlFGruntCombatFace1[] =
|
|
{
|
|
{ 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_HGRUNT_ALLY_SWEEP },
|
|
};
|
|
|
|
Schedule_t slFGruntCombatFace[] =
|
|
{
|
|
{
|
|
tlFGruntCombatFace1,
|
|
ARRAYSIZE ( tlFGruntCombatFace1 ),
|
|
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 FGrunt gets hurt.
|
|
//=========================================================
|
|
Task_t tlFGruntSignalSuppress[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slFGruntSignalSuppress[] =
|
|
{
|
|
{
|
|
tlFGruntSignalSuppress,
|
|
ARRAYSIZE ( tlFGruntSignalSuppress ),
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"SignalSuppress"
|
|
},
|
|
};
|
|
|
|
Task_t tlFGruntSuppress[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slFGruntSuppress[] =
|
|
{
|
|
{
|
|
tlFGruntSuppress,
|
|
ARRAYSIZE ( tlFGruntSuppress ),
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Suppress"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// FGrunt wait in cover - we don't allow danger or the ability
|
|
// to attack to break a grunt's run to cover schedule, but
|
|
// when a grunt is in cover, we do want them to attack if they can.
|
|
//=========================================================
|
|
Task_t tlFGruntWaitInCover[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
|
};
|
|
|
|
Schedule_t slFGruntWaitInCover[] =
|
|
{
|
|
{
|
|
tlFGruntWaitInCover,
|
|
ARRAYSIZE ( tlFGruntWaitInCover ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_RANGE_ATTACK2 |
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
bits_COND_CAN_MELEE_ATTACK2,
|
|
|
|
bits_SOUND_DANGER,
|
|
"FGruntWaitInCover"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// run to cover.
|
|
// !!!BUGBUG - set a decent fail schedule here.
|
|
//=========================================================
|
|
Task_t tlFGruntTakeCover1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HGRUNT_ALLY_TAKECOVER_FAILED },
|
|
{ TASK_WAIT, (float)0.2 },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },
|
|
};
|
|
|
|
Schedule_t slFGruntTakeCover[] =
|
|
{
|
|
{
|
|
tlFGruntTakeCover1,
|
|
ARRAYSIZE ( tlFGruntTakeCover1 ),
|
|
0,
|
|
0,
|
|
"TakeCover"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// drop grenade then run to cover.
|
|
//=========================================================
|
|
Task_t tlFGruntGrenadeCover1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 },
|
|
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 },
|
|
{ TASK_CLEAR_MOVE_WAIT, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },
|
|
};
|
|
|
|
Schedule_t slFGruntGrenadeCover[] =
|
|
{
|
|
{
|
|
tlFGruntGrenadeCover1,
|
|
ARRAYSIZE ( tlFGruntGrenadeCover1 ),
|
|
0,
|
|
0,
|
|
"GrenadeCover"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// drop grenade then run to cover.
|
|
//=========================================================
|
|
Task_t tlFGruntTossGrenadeCover1[] =
|
|
{
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_RANGE_ATTACK2, (float)0 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
|
|
};
|
|
|
|
Schedule_t slFGruntTossGrenadeCover[] =
|
|
{
|
|
{
|
|
tlFGruntTossGrenadeCover1,
|
|
ARRAYSIZE ( tlFGruntTossGrenadeCover1 ),
|
|
0,
|
|
0,
|
|
"TossGrenadeCover"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// hide from the loudest sound source (to run from grenade)
|
|
//=========================================================
|
|
Task_t tlFGruntTakeCoverFromBestSound[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
};
|
|
|
|
Schedule_t slFGruntTakeCoverFromBestSound[] =
|
|
{
|
|
{
|
|
tlFGruntTakeCoverFromBestSound,
|
|
ARRAYSIZE ( tlFGruntTakeCoverFromBestSound ),
|
|
0,
|
|
0,
|
|
"FGruntTakeCoverFromBestSound"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Grunt reload schedule
|
|
//=========================================================
|
|
Task_t tlFGruntHideReload[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD },
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
|
|
};
|
|
|
|
Schedule_t slFGruntHideReload[] =
|
|
{
|
|
{
|
|
tlFGruntHideReload,
|
|
ARRAYSIZE ( tlFGruntHideReload ),
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_DEAD | // stop running away if enemy is already dead
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"FGruntHideReload"
|
|
}
|
|
};
|
|
|
|
//=========================================================
|
|
// Do a turning sweep of the area
|
|
//=========================================================
|
|
Task_t tlFGruntSweep[] =
|
|
{
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_WAIT, (float)1 },
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_WAIT, (float)1 },
|
|
};
|
|
|
|
Schedule_t slFGruntSweep[] =
|
|
{
|
|
{
|
|
tlFGruntSweep,
|
|
ARRAYSIZE ( tlFGruntSweep ),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
bits_COND_CAN_RANGE_ATTACK2 |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_WORLD |// sound flags
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_PLAYER,
|
|
|
|
"FGrunt Sweep"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
|
// grunt's grenade toss requires the enemy be occluded.
|
|
//=========================================================
|
|
Task_t tlFGruntRangeAttack1A[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slFGruntRangeAttack1A[] =
|
|
{
|
|
{
|
|
tlFGruntRangeAttack1A,
|
|
ARRAYSIZE ( tlFGruntRangeAttack1A ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_OCCLUDED |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_NOFIRE |
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Range Attack1A"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
|
// grunt's grenade toss requires the enemy be occluded.
|
|
//=========================================================
|
|
Task_t tlFGruntRangeAttack1B[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slFGruntRangeAttack1B[] =
|
|
{
|
|
{
|
|
tlFGruntRangeAttack1B,
|
|
ARRAYSIZE ( tlFGruntRangeAttack1B ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_ENEMY_DEAD |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_OCCLUDED |
|
|
bits_COND_NO_AMMO_LOADED |
|
|
bits_COND_NOFIRE |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Range Attack1B"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
|
|
// grunt's grenade toss requires the enemy be occluded.
|
|
//=========================================================
|
|
Task_t tlFGruntRangeAttack2[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_FACE_TOSS_DIR, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
|
|
};
|
|
|
|
Schedule_t slFGruntRangeAttack2[] =
|
|
{
|
|
{
|
|
tlFGruntRangeAttack2,
|
|
ARRAYSIZE ( tlFGruntRangeAttack2 ),
|
|
0,
|
|
0,
|
|
"RangeAttack2"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// repel
|
|
//=========================================================
|
|
Task_t tlFGruntRepel[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
|
|
};
|
|
|
|
Schedule_t slFGruntRepel[] =
|
|
{
|
|
{
|
|
tlFGruntRepel,
|
|
ARRAYSIZE ( tlFGruntRepel ),
|
|
bits_COND_SEE_ENEMY |
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_PLAYER,
|
|
"Repel"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// repel
|
|
//=========================================================
|
|
Task_t tlFGruntRepelAttack[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
|
|
};
|
|
|
|
Schedule_t slFGruntRepelAttack[] =
|
|
{
|
|
{
|
|
tlFGruntRepelAttack,
|
|
ARRAYSIZE ( tlFGruntRepelAttack ),
|
|
bits_COND_ENEMY_OCCLUDED,
|
|
0,
|
|
"Repel Attack"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// repel land
|
|
//=========================================================
|
|
Task_t tlFGruntRepelLand[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
|
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
{ TASK_CLEAR_LASTPOSITION, (float)0 },
|
|
};
|
|
|
|
Schedule_t slFGruntRepelLand[] =
|
|
{
|
|
{
|
|
tlFGruntRepelLand,
|
|
ARRAYSIZE ( tlFGruntRepelLand ),
|
|
bits_COND_SEE_ENEMY |
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_PLAYER,
|
|
"Repel Land"
|
|
},
|
|
};
|
|
|
|
//=========================================================
|
|
// Find medic. Grunt stops moving and calls the nearest medic,
|
|
// if none is around, we don't do much. I don't think I have much
|
|
// to put in here, other than to make the grunt stop moving, and
|
|
// run the medic calling task, I guess.
|
|
//=========================================================
|
|
Task_t tlGruntFindMedic[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_HGRUNT_ALLY_FIND_MEDIC, (float)0 },
|
|
{ TASK_WAIT, (float)2 },
|
|
};
|
|
|
|
Schedule_t slGruntFindMedic[] =
|
|
{
|
|
{
|
|
tlGruntFindMedic,
|
|
ARRAYSIZE ( tlGruntFindMedic ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_SEE_FEAR |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_PROVOKED,
|
|
bits_SOUND_DANGER,
|
|
|
|
"Find Medic"
|
|
},
|
|
};
|
|
|
|
Task_t tlGruntFaceTarget[] =
|
|
{
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_FACE_TARGET, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
|
|
};
|
|
|
|
Schedule_t slGruntFaceTarget[] =
|
|
{
|
|
{
|
|
tlGruntFaceTarget,
|
|
ARRAYSIZE( tlGruntFaceTarget ),
|
|
bits_COND_CLIENT_PUSH |
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_PROVOKED,
|
|
bits_SOUND_DANGER,
|
|
"FaceTarget"
|
|
},
|
|
};
|
|
|
|
Task_t tlIdleGruntStand[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
|
|
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
|
|
};
|
|
|
|
Schedule_t slIdleGruntStand[] =
|
|
{
|
|
{
|
|
tlIdleGruntStand,
|
|
ARRAYSIZE( tlIdleGruntStand ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_SMELL |
|
|
bits_COND_PROVOKED,
|
|
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
|
|
//bits_SOUND_PLAYER |
|
|
//bits_SOUND_WORLD |
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_MEAT |// scents
|
|
bits_SOUND_CARCASS |
|
|
bits_SOUND_GARBAGE,
|
|
"IdleStand"
|
|
},
|
|
};
|
|
|
|
Task_t tlGruntFollow[] =
|
|
{
|
|
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client)
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
|
|
};
|
|
|
|
Schedule_t slGruntFollow[] =
|
|
{
|
|
{
|
|
tlGruntFollow,
|
|
ARRAYSIZE( tlGruntFollow ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_PROVOKED,
|
|
bits_SOUND_DANGER,
|
|
"Follow"
|
|
},
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHFGrunt )
|
|
{
|
|
slFGruntFail,
|
|
slFGruntCombatFail,
|
|
slFGruntVictoryDance,
|
|
slFGruntEstablishLineOfFire,
|
|
slFGruntFoundEnemy,
|
|
slFGruntCombatFace,
|
|
slFGruntSignalSuppress,
|
|
slFGruntSuppress,
|
|
slFGruntWaitInCover,
|
|
slFGruntTakeCover,
|
|
slFGruntGrenadeCover,
|
|
slFGruntTossGrenadeCover,
|
|
slFGruntTakeCoverFromBestSound,
|
|
slFGruntHideReload,
|
|
slFGruntSweep,
|
|
slFGruntRangeAttack1A,
|
|
slFGruntRangeAttack1B,
|
|
slFGruntRangeAttack2,
|
|
slFGruntRepel,
|
|
slFGruntRepelAttack,
|
|
slFGruntRepelLand,
|
|
slGruntFindMedic,
|
|
slGruntFaceTarget,
|
|
slIdleGruntStand,
|
|
slGruntFollow,
|
|
};
|
|
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHFGrunt, CTalkMonster )
|
|
|
|
void CHFGrunt :: StartTask( Task_t *pTask )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_HGRUNT_ALLY_CHECK_FIRE:
|
|
if( !NoFriendlyFire() )
|
|
{
|
|
SetConditions( bits_COND_NOFIRE );
|
|
}
|
|
TaskComplete();
|
|
break;
|
|
case TASK_HGRUNT_ALLY_SPEAK_SENTENCE:
|
|
SpeakSentence();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_WALK_PATH:
|
|
case TASK_RUN_PATH:
|
|
// grunt no longer assumes he is covered if he moves
|
|
Forget( bits_MEMORY_INCOVER );
|
|
CTalkMonster ::StartTask( pTask );
|
|
break;
|
|
|
|
case TASK_RELOAD:
|
|
m_IdealActivity = ACT_RELOAD;
|
|
break;
|
|
|
|
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR:
|
|
break;
|
|
|
|
case TASK_FACE_IDEAL:
|
|
case TASK_FACE_ENEMY:
|
|
CTalkMonster :: StartTask( pTask );
|
|
if (pev->movetype == MOVETYPE_FLY)
|
|
{
|
|
m_IdealActivity = ACT_GLIDE;
|
|
}
|
|
break;
|
|
case TASK_HGRUNT_ALLY_FIND_MEDIC:
|
|
{
|
|
// First try looking for a medic in my squad
|
|
if ( InSquad() )
|
|
{
|
|
CSquadMonster *pSquadLeader = MySquadLeader( );
|
|
if ( pSquadLeader )
|
|
{
|
|
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
|
|
{
|
|
CSquadMonster *pMember = pSquadLeader->MySquadMember(i);
|
|
if (pMember != 0 && FClassnameIs(pMember->pev, "monster_human_medic_ally") && TryCallForMedic(pMember))
|
|
{
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// If not, search bsp.
|
|
if ( !TaskIsComplete() )
|
|
{
|
|
// for each medic in this bsp...
|
|
CBaseEntity *pFriend = NULL;
|
|
TraceResult tr;
|
|
Vector vecCheck;
|
|
|
|
while( ( pFriend = UTIL_FindEntityByClassname( pFriend, "monster_human_medic_ally" ) ) )
|
|
{
|
|
if( pFriend == this || !pFriend->IsAlive() )
|
|
// don't talk to self or dead people
|
|
continue;
|
|
vecCheck = pFriend->pev->origin;
|
|
vecCheck.z = pFriend->pev->absmax.z;
|
|
|
|
UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT( pev ), &tr );
|
|
|
|
if( tr.flFraction == 1.0 )
|
|
{
|
|
if (TryCallForMedic(pFriend))
|
|
{
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !TaskIsComplete() )
|
|
{
|
|
TaskFail();
|
|
}
|
|
m_flMedicWaitTime = CALL_MEDIC_DELAY + gpGlobals->time;
|
|
}
|
|
break;
|
|
default:
|
|
CTalkMonster :: StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CHFGrunt :: RunTask( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
|
|
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR:
|
|
{
|
|
// project a point along the toss vector and turn to face that point.
|
|
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 );
|
|
ChangeYaw( pev->yaw_speed );
|
|
|
|
if ( FacingIdeal() )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
CTalkMonster :: RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//=========================================================
|
|
// GibMonster - make gun fly through the air.
|
|
//=========================================================
|
|
void CHFGrunt :: GibMonster ( void )
|
|
{
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
|
|
if ( GetBodygroup( FG_GUN_GROUP ) != FG_GUN_NONE )
|
|
{// throw a gun if the grunt has one
|
|
DropMyItems(TRUE);
|
|
}
|
|
|
|
CTalkMonster::GibMonster();
|
|
}
|
|
|
|
void CHFGrunt::DropMyItem(const char* entityName, const Vector& vecGunPos, const Vector& vecGunAngles, BOOL isGibbed)
|
|
{
|
|
CBaseEntity* pGun = DropItem(entityName, vecGunPos, vecGunAngles);
|
|
if (pGun && isGibbed) {
|
|
pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
|
|
pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
|
|
}
|
|
}
|
|
|
|
void CHFGrunt::DropMyItems(BOOL isGibbed)
|
|
{
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
|
|
|
if (!isGibbed) {
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE );
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
|
|
{
|
|
DropMyItem( "weapon_shotgun", vecGunPos, vecGunAngles, isGibbed );
|
|
}
|
|
else if (FBitSet( pev->weapons, FGRUNT_9MMAR ))
|
|
{
|
|
DropMyItem( "weapon_9mmAR", vecGunPos, vecGunAngles, isGibbed );
|
|
}
|
|
else if (FBitSet( pev->weapons, FGRUNT_M249 ))
|
|
{
|
|
DropMyItem( "weapon_m249", vecGunPos, vecGunAngles, isGibbed );
|
|
}
|
|
|
|
if (FBitSet( pev->weapons, FGRUNT_GRENADELAUNCHER ))
|
|
{
|
|
DropMyItem( "ammo_ARgrenades", isGibbed ? vecGunPos : BodyTarget( pev->origin ), vecGunAngles, isGibbed );
|
|
}
|
|
pev->weapons = 0;
|
|
}
|
|
|
|
void CHFGrunt::SpeakSentence( void )
|
|
{
|
|
if( m_iSentence == FGRUNT_SENT_NONE )
|
|
{
|
|
// no sentence cued up.
|
|
return;
|
|
}
|
|
|
|
if( FOkToSpeak() )
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT( pev ), SentenceByNumber(m_iSentence), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
|
|
JustSpoke();
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// ISoundMask - returns a bit mask indicating which types
|
|
// of sounds this monster regards.
|
|
//=========================================================
|
|
int CHFGrunt :: ISoundMask ( void)
|
|
{
|
|
return bits_SOUND_WORLD |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_CARCASS |
|
|
bits_SOUND_MEAT |
|
|
bits_SOUND_GARBAGE |
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_PLAYER;
|
|
}
|
|
//=========================================================
|
|
// CheckAmmo - overridden for the grunt because he actually
|
|
// uses ammo! (base class doesn't)
|
|
//=========================================================
|
|
void CHFGrunt :: CheckAmmo ( void )
|
|
{
|
|
if ( m_cAmmoLoaded <= 0 )
|
|
{
|
|
SetConditions(bits_COND_NO_AMMO_LOADED);
|
|
}
|
|
}
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CHFGrunt :: Classify ( void )
|
|
{
|
|
return CLASS_PLAYER_ALLY_MILITARY;
|
|
}
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CHFGrunt :: SetYawSpeed ( void )
|
|
{
|
|
int ys;
|
|
|
|
switch ( m_Activity )
|
|
{
|
|
case ACT_IDLE:
|
|
ys = 150;
|
|
break;
|
|
case ACT_RUN:
|
|
ys = 150;
|
|
break;
|
|
case ACT_WALK:
|
|
ys = 180;
|
|
break;
|
|
case ACT_RANGE_ATTACK1:
|
|
ys = 120;
|
|
break;
|
|
case ACT_RANGE_ATTACK2:
|
|
ys = 120;
|
|
break;
|
|
case ACT_MELEE_ATTACK1:
|
|
ys = 120;
|
|
break;
|
|
case ACT_MELEE_ATTACK2:
|
|
ys = 120;
|
|
break;
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
ys = 180;
|
|
break;
|
|
case ACT_GLIDE:
|
|
case ACT_FLY:
|
|
ys = 30;
|
|
break;
|
|
default:
|
|
ys = 90;
|
|
break;
|
|
}
|
|
|
|
pev->yaw_speed = ys;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// PrescheduleThink - this function runs after conditions
|
|
// are collected and before scheduling code is run.
|
|
//=========================================================
|
|
void CHFGrunt :: PrescheduleThink ( void )
|
|
{
|
|
if ( InSquad() && m_hEnemy != 0 )
|
|
{
|
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
// update the squad's last enemy sighting time.
|
|
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
|
|
}
|
|
else
|
|
{
|
|
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
|
|
{
|
|
// been a while since we've seen the enemy
|
|
MySquadLeader()->m_fEnemyEluded = TRUE;
|
|
}
|
|
}
|
|
}
|
|
CTalkMonster::PrescheduleThink();
|
|
}
|
|
|
|
bool CHFGrunt::WantsToCallMedic()
|
|
{
|
|
return pev->health <= pev->max_health * 0.5 && ( m_flMedicWaitTime < gpGlobals->time );
|
|
}
|
|
|
|
bool CHFGrunt::TryCallForMedic(CBaseEntity* pOther)
|
|
{
|
|
if ( pOther && pOther != this && pOther->pev->deadflag == DEAD_NO )
|
|
{
|
|
CMedic* medic = (CMedic*)pOther->MySquadMonsterPointer();
|
|
|
|
if ( medic != 0 && medic->ReadyToHeal() )
|
|
{
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/medic.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
ALERT( at_aiconsole, "Injured %s called for %s\n", STRING(pev->classname), STRING(medic->pev->classname) );
|
|
medic->StartFollowingHealTarget(this);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//=========================================================
|
|
// FCanCheckAttacks - this is overridden for human grunts
|
|
// because they can throw/shoot grenades when they can't see their
|
|
// target and the base class doesn't check attacks if the monster
|
|
// cannot see its enemy.
|
|
//
|
|
// !!!BUGBUG - this gets called before a 3-round burst is fired
|
|
// which means that a friendly can still be hit with up to 2 rounds.
|
|
// ALSO, grenades will not be tossed if there is a friendly in front,
|
|
// this is a bad bug. Friendly machine gun fire avoidance
|
|
// will unecessarily prevent the throwing of a grenade as well.
|
|
//=========================================================
|
|
BOOL CHFGrunt :: FCanCheckAttacks ( void )
|
|
{
|
|
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
|
|
{
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CheckMeleeAttack1
|
|
//=========================================================
|
|
BOOL CHFGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
|
|
{
|
|
CBaseMonster *pEnemy;
|
|
|
|
if ( m_hEnemy != 0 )
|
|
{
|
|
pEnemy = m_hEnemy->MyMonsterPointer();
|
|
|
|
if ( !pEnemy )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if ( flDist <= 64 && flDot >= 0.7 &&
|
|
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
|
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - overridden for HGrunt, cause
|
|
// FCanCheckAttacks() doesn't disqualify all attacks based
|
|
// on whether or not the enemy is occluded because unlike
|
|
// the base class, the HGrunt can attack when the enemy is
|
|
// occluded (throw grenade over wall, etc). We must
|
|
// disqualify the machine gun attack if the enemy is occluded.
|
|
//=========================================================
|
|
BOOL CHFGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
|
|
{
|
|
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() && ( GetBodygroup( 3 ) != 3 ) )
|
|
{
|
|
TraceResult tr;
|
|
|
|
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
|
|
{
|
|
// kick nonclients, but don't shoot at them.
|
|
return FALSE;
|
|
}
|
|
|
|
Vector vecSrc = GetGunPosition();
|
|
|
|
// verify that a bullet fired from the gun will hit the enemy before the world.
|
|
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
|
|
|
if ( tr.flFraction == 1.0 )
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack2 - this checks the Grunt's grenade
|
|
// attack.
|
|
//=========================================================
|
|
BOOL CHFGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
|
|
{
|
|
if (! FBitSet(pev->weapons, (FGRUNT_HANDGRENADE | FGRUNT_GRENADELAUNCHER)) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// if the grunt isn't moving, it's ok to check.
|
|
if ( m_flGroundSpeed != 0 )
|
|
{
|
|
m_fThrowGrenade = FALSE;
|
|
return m_fThrowGrenade;
|
|
}
|
|
|
|
// assume things haven't changed too much since last time
|
|
if (gpGlobals->time < m_flNextGrenadeCheck )
|
|
{
|
|
return m_fThrowGrenade;
|
|
}
|
|
|
|
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z )
|
|
{
|
|
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
|
|
// be grenaded.
|
|
// don't throw grenades at anything that isn't on the ground!
|
|
m_fThrowGrenade = FALSE;
|
|
return m_fThrowGrenade;
|
|
}
|
|
|
|
Vector vecTarget;
|
|
|
|
if (FBitSet( pev->weapons, FGRUNT_HANDGRENADE))
|
|
{
|
|
// find feet
|
|
if (RANDOM_LONG(0,1))
|
|
{
|
|
// magically know where they are
|
|
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
|
|
}
|
|
else
|
|
{
|
|
// toss it to where you last saw them
|
|
vecTarget = m_vecEnemyLKP;
|
|
}
|
|
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
|
|
// estimate position
|
|
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
|
|
}
|
|
else
|
|
{
|
|
// find target
|
|
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
|
|
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
|
|
// estimate position
|
|
if (HasConditions( bits_COND_SEE_ENEMY))
|
|
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.fgruntGrenadeSpeed) * m_hEnemy->pev->velocity;
|
|
}
|
|
|
|
// are any of my allies near the intended grenade impact area?
|
|
if (SquadMemberInRange( vecTarget, 256 ))
|
|
{
|
|
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
|
m_fThrowGrenade = FALSE;
|
|
return m_fThrowGrenade; //AJH need this or it is overridden later.
|
|
}
|
|
|
|
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
|
|
{
|
|
// crap, I don't want to blow myself up
|
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
|
m_fThrowGrenade = FALSE;
|
|
return m_fThrowGrenade;
|
|
}
|
|
|
|
|
|
if (FBitSet( pev->weapons, FGRUNT_HANDGRENADE))
|
|
{
|
|
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 );
|
|
|
|
if ( vecToss != g_vecZero )
|
|
{
|
|
m_vecTossVelocity = vecToss;
|
|
|
|
// throw a hand grenade
|
|
m_fThrowGrenade = TRUE;
|
|
// don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
|
|
}
|
|
else
|
|
{
|
|
// don't throw
|
|
m_fThrowGrenade = FALSE;
|
|
// don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.fgruntGrenadeSpeed, 0.5 );
|
|
|
|
if ( vecToss != g_vecZero )
|
|
{
|
|
m_vecTossVelocity = vecToss;
|
|
|
|
// throw a hand grenade
|
|
m_fThrowGrenade = TRUE;
|
|
// don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
|
|
}
|
|
else
|
|
{
|
|
// don't throw
|
|
m_fThrowGrenade = FALSE;
|
|
// don't check again for a while.
|
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
|
|
}
|
|
}
|
|
|
|
|
|
|
|
return m_fThrowGrenade;
|
|
}
|
|
//=========================================================
|
|
//=========================================================
|
|
CBaseEntity *CHFGrunt :: Kick( void )
|
|
{
|
|
TraceResult tr;
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
Vector vecStart = pev->origin;
|
|
vecStart.z += pev->size.z * 0.5;
|
|
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
|
|
|
|
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
|
|
|
if ( tr.pHit )
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
|
if (pEntity && IRelationship(pEntity) != R_AL)
|
|
return pEntity;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void CHFGrunt::KickImpl(float kickDamage)
|
|
{
|
|
CBaseEntity *pHurt = Kick();
|
|
|
|
if ( pHurt )
|
|
{
|
|
// SOUND HERE!
|
|
UTIL_MakeVectors( pev->angles );
|
|
pHurt->pev->punchangle.x = 15;
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
|
|
pHurt->TakeDamage( pev, pev, kickDamage, DMG_CLUB );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetGunPosition return the end of the barrel
|
|
//=========================================================
|
|
|
|
Vector CHFGrunt :: GetGunPosition( )
|
|
{
|
|
if (m_fStanding )
|
|
{
|
|
return pev->origin + Vector( 0, 0, 60 );
|
|
}
|
|
else
|
|
{
|
|
return pev->origin + Vector( 0, 0, 48 );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Shoot
|
|
//=========================================================
|
|
void CHFGrunt :: Shoot ( void )
|
|
{
|
|
if (m_hEnemy == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
|
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_4DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
//WeaponFlash ( vecShootOrigin );
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
SetBlending( 0, angDir.x );
|
|
}
|
|
|
|
//=========================================================
|
|
// Shoot
|
|
//=========================================================
|
|
void CHFGrunt :: Shotgun ( void )
|
|
{
|
|
if (m_hEnemy == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL);
|
|
FireBullets(gSkillData.fgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_9DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
//WeaponFlash ( vecShootOrigin );
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
SetBlending( 0, angDir.x );
|
|
}
|
|
//=========================================================
|
|
// Shoot
|
|
//=========================================================
|
|
void CHFGrunt :: M249 ( void )
|
|
{
|
|
if (m_hEnemy == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch ( RANDOM_LONG(0,2) )
|
|
{
|
|
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM ); break;
|
|
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM ); break;
|
|
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM ); break;
|
|
}
|
|
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
|
|
|
|
m_flLinkToggle = !m_flLinkToggle;
|
|
|
|
if (!m_flLinkToggle)
|
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iM249Shell, TE_BOUNCE_SHELL);
|
|
else
|
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iM249Link, TE_BOUNCE_SHELL);
|
|
|
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_6DEGREES, 2048, BULLET_MONSTER_556 ); // shoot +-5 degrees
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
//WeaponFlash ( vecShootOrigin );
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
SetBlending( 0, angDir.x );
|
|
}
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void CHFGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
Vector vecShootDir;
|
|
Vector vecShootOrigin;
|
|
|
|
switch( pEvent->event )
|
|
{
|
|
case HGRUNT_ALLY_AE_DROP_GUN:
|
|
{
|
|
DropMyItems(FALSE);
|
|
SetUse( NULL );
|
|
}
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_RELOAD:
|
|
if (FBitSet( pev->weapons, FGRUNT_9MMAR | FGRUNT_SHOTGUN ))
|
|
{
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
|
|
}
|
|
else if (FBitSet( pev->weapons, FGRUNT_M249 ))
|
|
{
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_reload2.wav", 1, ATTN_NORM );
|
|
}
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_GREN_TOSS:
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
|
|
CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
|
|
|
|
m_fThrowGrenade = FALSE;
|
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
|
// !!!LATER - when in a group, only try to throw grenade if ordered.
|
|
}
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_GREN_LAUNCH:
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
|
|
CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity );
|
|
m_fThrowGrenade = FALSE;
|
|
if (g_iSkillLevel == SKILL_EASY)
|
|
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
|
|
else
|
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
|
|
}
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_GREN_DROP:
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
|
|
}
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_BURST1:
|
|
{
|
|
if ( FBitSet( pev->weapons, FGRUNT_9MMAR ))
|
|
{
|
|
Shoot();
|
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
{
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM );
|
|
}
|
|
else
|
|
{
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM );
|
|
}
|
|
}
|
|
else if ( FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
|
|
{
|
|
Shotgun( );
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM );
|
|
}
|
|
else
|
|
{
|
|
M249( );
|
|
}
|
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
|
}
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_BURST2:
|
|
case HGRUNT_ALLY_AE_BURST3:
|
|
if ( FBitSet( pev->weapons, FGRUNT_9MMAR ))
|
|
Shoot();
|
|
else if ( FBitSet( pev->weapons, FGRUNT_M249 ))
|
|
M249();
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_KICK:
|
|
{
|
|
KickImpl(gSkillData.fgruntDmgKick);
|
|
}
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_CAUGHT_ENEMY:
|
|
{
|
|
if ( FOkToSpeak() )
|
|
{
|
|
SENTENCEG_PlayRndSz(ENT(pev), SentenceByNumber(FGRUNT_SENT_ALERT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
|
|
}
|
|
|
|
default:
|
|
CTalkMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CHFGrunt :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
SpawnHelper("models/hgrunt_opfor.mdl", gSkillData.fgruntHealth);
|
|
|
|
if ( m_iHead <= -2 )
|
|
{
|
|
// skip major and MP heads
|
|
m_iHead = RANDOM_LONG(0, FG_HEAD_SAW_BLACK+1);
|
|
if (m_iHead == FG_HEAD_SAW_BLACK+1) {
|
|
m_iHead = FG_HEAD_BERET_BLACK;
|
|
}
|
|
}
|
|
else if ( m_iHead == -1 )
|
|
{
|
|
if (FBitSet(pev->spawnflags, SF_SQUADMONSTER_LEADER))
|
|
{
|
|
m_iHead = RANDOM_LONG(0,1) ? FG_HEAD_BERET : FG_HEAD_BERET_BLACK;
|
|
}
|
|
else if (FBitSet(pev->weapons, FGRUNT_SHOTGUN))
|
|
{
|
|
m_iHead = FG_HEAD_SHOTGUN;
|
|
}
|
|
else if (FBitSet(pev->weapons, FGRUNT_9MMAR))
|
|
{
|
|
m_iHead = FG_HEAD_MASK;
|
|
}
|
|
else if (FBitSet(pev->weapons, FGRUNT_M249))
|
|
{
|
|
m_iHead = RANDOM_LONG(FG_HEAD_SAW, FG_HEAD_SAW_BLACK);
|
|
}
|
|
else
|
|
m_iHead = FG_HEAD_MASK;
|
|
}
|
|
else if ( m_iHead >= FG_HEAD_COUNT )
|
|
m_iHead = FG_HEAD_MASK;
|
|
|
|
if ( pev->weapons <= 0 )
|
|
{
|
|
pev->weapons = FGRUNT_9MMAR;
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SHOTGUN );
|
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_SHOTGUN );
|
|
m_cClipSize = 8;
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_9MMAR ))
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_MP5 );
|
|
m_cClipSize = FGRUNT_CLIP_SIZE;
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_M249 ))
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SAW );
|
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_M249 );
|
|
m_cClipSize = FGRUNT_CLIP_SIZE;
|
|
}
|
|
|
|
SetBodygroup( FG_HEAD_GROUP, m_iHead );
|
|
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
|
|
MonsterInit();
|
|
SetUse( &CTalkMonster::FollowerUse );
|
|
}
|
|
|
|
void CHFGrunt::SpawnHelper(const char *model, float health)
|
|
{
|
|
SET_MODEL( ENT( pev ), model );
|
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
pev->health = health;
|
|
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
|
m_flNextPainTime = gpGlobals->time;
|
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
|
|
|
m_fEnemyEluded = FALSE;
|
|
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
|
|
|
|
m_HackedGunPos = Vector ( 0, 0, 55 );
|
|
m_flLastHitByPlayer = gpGlobals->time;
|
|
m_iPlayerHits = 0;
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CHFGrunt :: Precache()
|
|
{
|
|
PRECACHE_MODEL("models/hgrunt_opfor.mdl");
|
|
|
|
PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" );
|
|
PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" );
|
|
|
|
PRECACHE_SOUND("weapons/saw_fire1.wav" );
|
|
PRECACHE_SOUND("weapons/saw_fire2.wav" );
|
|
PRECACHE_SOUND("weapons/saw_fire3.wav" );
|
|
|
|
PrecacheHelper();
|
|
|
|
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
|
|
|
|
PRECACHE_SOUND("weapons/saw_reload2.wav");
|
|
|
|
PRECACHE_SOUND("weapons/glauncher.wav");
|
|
|
|
PRECACHE_SOUND("weapons/sbarrel1.wav");
|
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
|
|
|
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");// shotgun shell
|
|
m_iM249Shell = PRECACHE_MODEL ("models/saw_shell.mdl");// saw shell
|
|
m_iM249Link = PRECACHE_MODEL ("models/saw_link.mdl");// saw link
|
|
|
|
TalkInit();
|
|
switch ( m_iHead ) {
|
|
case FG_HEAD_SHOTGUN:
|
|
case FG_HEAD_SAW_BLACK:
|
|
case FG_HEAD_BERET_BLACK:
|
|
m_voicePitch = 90;
|
|
break;
|
|
default:
|
|
m_voicePitch = 100;
|
|
break;
|
|
}
|
|
|
|
CTalkMonster::Precache();
|
|
}
|
|
|
|
void CHFGrunt::PrecacheHelper()
|
|
{
|
|
PRECACHE_SOUND("fgrunt/gr_pain1.wav");
|
|
PRECACHE_SOUND("fgrunt/gr_pain2.wav");
|
|
PRECACHE_SOUND("fgrunt/gr_pain3.wav");
|
|
PRECACHE_SOUND("fgrunt/gr_pain4.wav");
|
|
PRECACHE_SOUND("fgrunt/gr_pain5.wav");
|
|
PRECACHE_SOUND("fgrunt/gr_pain6.wav");
|
|
|
|
PRECACHE_SOUND("fgrunt/death1.wav");
|
|
PRECACHE_SOUND("fgrunt/death2.wav");
|
|
PRECACHE_SOUND("fgrunt/death3.wav");
|
|
PRECACHE_SOUND("fgrunt/death4.wav");
|
|
PRECACHE_SOUND("fgrunt/death5.wav");
|
|
PRECACHE_SOUND("fgrunt/death6.wav");
|
|
|
|
PRECACHE_SOUND("fgrunt/medic.wav");
|
|
|
|
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
|
|
}
|
|
|
|
// Init talk data
|
|
void CHFGrunt :: TalkInit()
|
|
{
|
|
CTalkMonster::TalkInit();
|
|
|
|
m_szGrp[TLK_ANSWER] = "FG_ANSWER";
|
|
m_szGrp[TLK_QUESTION] = "FG_QUESTION";
|
|
m_szGrp[TLK_IDLE] = "FG_IDLE";
|
|
m_szGrp[TLK_STARE] = "FG_STARE";
|
|
m_szGrp[TLK_USE] = "FG_OK";
|
|
m_szGrp[TLK_UNUSE] = "FG_WAIT";
|
|
//m_szGrp[TLK_DECLINE] = "FG_STOP";
|
|
m_szGrp[TLK_STOP] = "FG_STOP";
|
|
|
|
/* FG_SCARED in opfor has sentences more suitable for FG_HEAR.
|
|
* Disabling for now.
|
|
*/
|
|
//m_szGrp[TLK_NOSHOOT] = "FG_SCARED";
|
|
m_szGrp[TLK_HELLO] = "FG_HELLO";
|
|
|
|
m_szGrp[TLK_PLHURT1] = "FG_CURE";
|
|
m_szGrp[TLK_PLHURT2] = "FG_CURE";
|
|
m_szGrp[TLK_PLHURT3] = "FG_CURE";
|
|
|
|
m_szGrp[TLK_SMELL] = "FG_SMELL";
|
|
|
|
m_szGrp[TLK_WOUND] = "FG_WOUND";
|
|
m_szGrp[TLK_MORTAL] = "FG_MORTAL";
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CHFGrunt :: PainSound ( void )
|
|
{
|
|
if ( gpGlobals->time > m_flNextPainTime )
|
|
{
|
|
switch ( RANDOM_LONG(0,5) )
|
|
{
|
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 5: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain6.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
}
|
|
m_flNextPainTime = gpGlobals->time + 1;
|
|
}
|
|
}
|
|
|
|
void CHFGrunt::AlertSound()
|
|
{
|
|
if (m_hEnemy !=0 && FOkToSpeak())
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), "FG_ATTACK", FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CHFGrunt :: DeathSound ( void )
|
|
{
|
|
switch (RANDOM_LONG(0,5))
|
|
{
|
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 5: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death6.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
}
|
|
}
|
|
|
|
|
|
void CHFGrunt::IdleSound()
|
|
{
|
|
if (FOkToSpeak() && (g_fGruntAllyQuestion || RANDOM_LONG(0,1)))
|
|
{
|
|
const float duration = RANDOM_FLOAT(1.5, 2.5);
|
|
if (g_fGruntAllyQuestion)
|
|
{
|
|
switch (g_fGruntAllyQuestion) {
|
|
case 1:
|
|
PlaySentence( "FG_CLEAR", duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
|
|
break;
|
|
case 2:
|
|
PlaySentence( m_szGrp[TLK_ANSWER], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
g_fGruntAllyQuestion = 0;
|
|
}
|
|
else
|
|
{
|
|
switch (RANDOM_LONG(0,2)) {
|
|
case 0:
|
|
PlaySentence( "FG_CHECK", duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
|
|
g_fGruntAllyQuestion = 1;
|
|
break;
|
|
case 1:
|
|
PlaySentence( m_szGrp[TLK_QUESTION], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
|
|
g_fGruntAllyQuestion = 2;
|
|
break;
|
|
case 2:
|
|
PlaySentence( m_szGrp[TLK_IDLE], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
m_iSentence = FGRUNT_SENT_NONE;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// TraceAttack - make sure we're not taking it in the helmet
|
|
//=========================================================
|
|
void CHFGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
// reduce damage on vest
|
|
if (ptr->iHitgroup == HITGROUP_CHEST || ptr->iHitgroup == HITGROUP_STOMACH)
|
|
{
|
|
if (bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ))
|
|
{
|
|
flDamage *= 0.5;
|
|
}
|
|
}
|
|
// check for helmet shot
|
|
if (ptr->iHitgroup == 11)
|
|
{
|
|
// make sure we're wearing one
|
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))
|
|
{
|
|
// absorb damage
|
|
flDamage -= 20;
|
|
if (flDamage <= 0)
|
|
{
|
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
|
flDamage = 0.01;
|
|
}
|
|
}
|
|
// it's head shot anyways
|
|
ptr->iHitgroup = HITGROUP_HEAD;
|
|
}
|
|
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
}
|
|
//=========================================================
|
|
// TakeDamage - overridden for the grunt because the grunt
|
|
// needs to forget that he is in cover if he's hurt. (Obviously
|
|
// not in a safe place anymore).
|
|
//=========================================================
|
|
int CHFGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
{
|
|
Forget( bits_MEMORY_INCOVER );
|
|
|
|
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
if( !IsAlive() || pev->deadflag == DEAD_DYING )
|
|
return ret;
|
|
|
|
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
|
|
{
|
|
// This is a heurstic to determine if the player intended to harm me
|
|
// If I have an enemy, we can't establish intent (may just be crossfire)
|
|
if( m_hEnemy == 0 )
|
|
{
|
|
// If the player was facing directly at me, or I'm already suspicious, get mad
|
|
if( (( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin )) && gpGlobals->time - m_flLastHitByPlayer < 4.0 && m_iPlayerHits >= 3 )
|
|
{
|
|
// Alright, now I'm pissed!
|
|
PlaySentence( "FG_MAD", 4, VOL_NORM, ATTN_NORM );
|
|
|
|
Remember( bits_MEMORY_PROVOKED );
|
|
StopFollowing( TRUE );
|
|
}
|
|
else
|
|
{
|
|
if ( gpGlobals->time - m_flLastHitByPlayer >= 4.0 )
|
|
m_iPlayerHits = 0;
|
|
m_iPlayerHits++;
|
|
m_flLastHitByPlayer = gpGlobals->time;
|
|
|
|
// Hey, be careful with that
|
|
PlaySentence( "FG_SHOT", 4, VOL_NORM, ATTN_NORM );
|
|
Remember( bits_MEMORY_SUSPICIOUS );
|
|
}
|
|
}
|
|
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
|
|
{
|
|
PlaySentence( "FG_SHOT", 4, VOL_NORM, ATTN_NORM );
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
Schedule_t* CHFGrunt :: GetScheduleOfType ( int Type )
|
|
{
|
|
Schedule_t *psched;
|
|
|
|
switch( Type )
|
|
{
|
|
// Hook these to make a looping schedule
|
|
case SCHED_TARGET_FACE:
|
|
// call base class default so that barney will talk
|
|
// when 'used'
|
|
psched = CTalkMonster::GetScheduleOfType( Type );
|
|
|
|
if( psched == slIdleStand )
|
|
return slGruntFaceTarget; // override this for different target face behavior
|
|
else
|
|
return psched;
|
|
case SCHED_TARGET_CHASE:
|
|
return slGruntFollow;
|
|
case SCHED_IDLE_STAND:
|
|
// call base class default so that scientist will talk
|
|
// when standing during idle
|
|
psched = CTalkMonster::GetScheduleOfType( Type );
|
|
|
|
if( psched == slIdleStand )
|
|
{
|
|
// just look straight ahead.
|
|
return slIdleGruntStand;
|
|
}
|
|
else
|
|
return psched;
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
{
|
|
return &slFGruntTakeCover[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
{
|
|
return &slFGruntTakeCoverFromBestSound[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_TAKECOVER_FAILED:
|
|
{
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
else
|
|
{
|
|
return GetScheduleOfType ( SCHED_FAIL );
|
|
}
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_ELOF_FAIL:
|
|
{
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
return &slFGruntEstablishLineOfFire[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_RANGE_ATTACK1:
|
|
{
|
|
// randomly stand or crouch
|
|
if (RANDOM_LONG(0,9) == 0)
|
|
m_fStanding = RANDOM_LONG(0,1);
|
|
|
|
if (m_fStanding)
|
|
return &slFGruntRangeAttack1B[ 0 ];
|
|
else
|
|
return &slFGruntRangeAttack1A[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_RANGE_ATTACK2:
|
|
{
|
|
return &slFGruntRangeAttack2[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_COMBAT_FACE:
|
|
{
|
|
return &slFGruntCombatFace[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY:
|
|
{
|
|
return &slFGruntWaitInCover[ 0 ];
|
|
}
|
|
case SCHED_HGRUNT_ALLY_SWEEP:
|
|
{
|
|
return &slFGruntSweep[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_COVER_AND_RELOAD:
|
|
{
|
|
return &slFGruntHideReload[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_FOUND_ENEMY:
|
|
{
|
|
return &slFGruntFoundEnemy[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_VICTORY_DANCE:
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
if ( !IsLeader() )
|
|
{
|
|
return &slFGruntFail[ 0 ];
|
|
}
|
|
}
|
|
if ( m_hTalkTarget != 0 )
|
|
{
|
|
return &slFGruntFail[ 0 ];
|
|
}
|
|
|
|
return &slFGruntVictoryDance[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_SUPPRESS:
|
|
{
|
|
if ( m_fFirstEncounter )
|
|
{
|
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
|
|
return &slFGruntSignalSuppress[ 0 ];
|
|
}
|
|
else
|
|
{
|
|
return &slFGruntSuppress[ 0 ];
|
|
}
|
|
}
|
|
break;
|
|
case SCHED_FAIL:
|
|
{
|
|
if ( m_hEnemy != 0 )
|
|
{
|
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
|
|
return &slFGruntCombatFail[ 0 ];
|
|
}
|
|
|
|
return &slFGruntFail[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_REPEL:
|
|
{
|
|
if (pev->velocity.z > -128)
|
|
pev->velocity.z -= 32;
|
|
return &slFGruntRepel[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_REPEL_ATTACK:
|
|
{
|
|
if (pev->velocity.z > -128)
|
|
pev->velocity.z -= 32;
|
|
return &slFGruntRepelAttack[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_REPEL_LAND:
|
|
{
|
|
return &slFGruntRepelLand[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_HGRUNT_ALLY_FIND_MEDIC:
|
|
{
|
|
return slGruntFindMedic;
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
return CTalkMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
}
|
|
//=========================================================
|
|
// SetActivity
|
|
//=========================================================
|
|
void CHFGrunt :: SetActivity ( Activity NewActivity )
|
|
{
|
|
int iSequence = ACTIVITY_NOT_AVAILABLE;
|
|
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
|
|
|
switch ( NewActivity)
|
|
{
|
|
case ACT_RANGE_ATTACK1:
|
|
// grunt is either shooting standing or shooting crouched
|
|
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN))
|
|
{
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "standing_shotgun" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouching_shotgun" );
|
|
}
|
|
}
|
|
else if (FBitSet( pev->weapons, FGRUNT_M249 ))
|
|
{
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "standing_saw" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouching_saw" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_fStanding )
|
|
{
|
|
// get aimable sequence
|
|
iSequence = LookupSequence( "standing_mp5" );
|
|
}
|
|
else
|
|
{
|
|
// get crouching shoot
|
|
iSequence = LookupSequence( "crouching_mp5" );
|
|
}
|
|
}
|
|
break;
|
|
case ACT_RANGE_ATTACK2:
|
|
// grunt is going to a secondary long range attack. This may be a thrown
|
|
// grenade or fired grenade, we must determine which and pick proper sequence
|
|
if ( pev->weapons & FGRUNT_HANDGRENADE )
|
|
{
|
|
// get toss anim
|
|
iSequence = LookupSequence( "throwgrenade" );
|
|
}
|
|
else if ( pev->weapons & FGRUNT_GRENADELAUNCHER )
|
|
{
|
|
// get launch anim
|
|
iSequence = LookupSequence( "launchgrenade" );
|
|
}
|
|
break;
|
|
case ACT_RUN:
|
|
if ( pev->health <= FGRUNT_LIMP_HEALTH )
|
|
{
|
|
// limp!
|
|
iSequence = LookupActivity ( ACT_RUN_HURT );
|
|
}
|
|
else
|
|
{
|
|
iSequence = LookupActivity ( NewActivity );
|
|
}
|
|
break;
|
|
case ACT_WALK:
|
|
if ( pev->health <= FGRUNT_LIMP_HEALTH )
|
|
{
|
|
// limp!
|
|
iSequence = LookupActivity ( ACT_WALK_HURT );
|
|
}
|
|
else
|
|
{
|
|
iSequence = LookupActivity ( NewActivity );
|
|
}
|
|
break;
|
|
case ACT_IDLE:
|
|
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
{
|
|
NewActivity = ACT_IDLE_ANGRY;
|
|
}
|
|
iSequence = LookupActivity ( NewActivity );
|
|
break;
|
|
default:
|
|
iSequence = LookupActivity ( NewActivity );
|
|
break;
|
|
}
|
|
|
|
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
if ( pev->sequence != iSequence || !m_fSequenceLoops )
|
|
{
|
|
pev->frame = 0;
|
|
}
|
|
|
|
pev->sequence = iSequence; // Set to the reset anim (if it's there)
|
|
ResetSequenceInfo( );
|
|
SetYawSpeed();
|
|
}
|
|
else
|
|
{
|
|
// Not available try to get default anim
|
|
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
|
|
pev->sequence = 0; // Set to the reset anim (if it's there)
|
|
}
|
|
}
|
|
//=========================================================
|
|
// GetSchedule - Decides which type of schedule best suits
|
|
// the monster's current state and conditions. Then calls
|
|
// monster's member function to get a pointer to a schedule
|
|
// of the proper type.
|
|
//=========================================================
|
|
Schedule_t* CHFGrunt::PrioritizedSchedule()
|
|
{
|
|
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
|
|
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
|
|
{
|
|
if (pev->flags & FL_ONGROUND)
|
|
{
|
|
// just landed
|
|
pev->movetype = MOVETYPE_STEP;
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_LAND );
|
|
}
|
|
else
|
|
{
|
|
// repel down a rope,
|
|
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_ATTACK );
|
|
else
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL );
|
|
}
|
|
}
|
|
|
|
// grunts place HIGH priority on running away from danger sounds.
|
|
if ( HasConditions(bits_COND_HEAR_SOUND) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if ( pSound)
|
|
{
|
|
if (pSound->m_iType & bits_SOUND_DANGER)
|
|
{
|
|
// dangerous sound nearby!
|
|
|
|
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
|
|
// and the grunt should find cover from the blast
|
|
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
|
|
// It's not safe to play a verbal order here "Scatter", etc cause
|
|
// this may only affect a single individual in a squad.
|
|
|
|
if (FOkToSpeak())
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_GREN), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
Schedule_t *CHFGrunt :: GetSchedule ( void )
|
|
{
|
|
Schedule_t* prioritizedSchedule = PrioritizedSchedule();
|
|
if (prioritizedSchedule)
|
|
return prioritizedSchedule;
|
|
|
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
|
|
{
|
|
PlaySentence( "FG_KILL", 4, VOL_NORM, ATTN_NORM );
|
|
}
|
|
|
|
switch( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return CTalkMonster::GetSchedule();
|
|
}
|
|
// new enemy
|
|
if ( HasConditions(bits_COND_NEW_ENEMY) )
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
MySquadLeader()->m_fEnemyEluded = FALSE;
|
|
|
|
if ( !IsLeader() )
|
|
{
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS );
|
|
}
|
|
else
|
|
{
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
|
|
// monster and has made it the squad's enemy. You
|
|
// can check pev->flags for FL_CLIENT to determine whether this is the player
|
|
// or a monster. He's going to immediately start
|
|
// firing, though. If you'd like, we can make an alternate "first sight"
|
|
// schedule where the leader plays a handsign anim
|
|
// that gives us enough time to hear a short sentence or spoken command
|
|
// before he starts pluggin away.
|
|
if (FOkToSpeak())// && RANDOM_LONG(0,1))
|
|
{
|
|
|
|
if (m_hEnemy != 0)
|
|
{
|
|
if ( ( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) &&
|
|
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) &&
|
|
( m_hEnemy->Classify() != CLASS_HUMAN_MILITARY ) &&
|
|
( m_hEnemy->Classify() != CLASS_MACHINE ) )
|
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_MONSTER), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
else
|
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_ALERT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
}
|
|
|
|
JustSpoke();
|
|
}
|
|
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS );
|
|
}
|
|
else
|
|
{
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// no ammo
|
|
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
|
|
{
|
|
//!!!KELLY - this individual just realized he's out of bullet ammo.
|
|
// He's going to try to find cover to run to and reload, but rarely, if
|
|
// none is available, he'll drop and reload in the open here.
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_COVER_AND_RELOAD );
|
|
}
|
|
|
|
// damaged just a little
|
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
|
{
|
|
// if hurt:
|
|
// 90% chance of taking cover
|
|
// 10% chance of flinch.
|
|
|
|
int iPercent = RANDOM_LONG(0,99);
|
|
|
|
if ( iPercent <= 90 && m_hEnemy != 0 )
|
|
{
|
|
if (FOkToSpeak())
|
|
{
|
|
m_iSentence = FGRUNT_SENT_COVER;
|
|
}
|
|
// only try to take cover if we actually have an enemy!
|
|
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
else
|
|
{
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
}
|
|
}
|
|
// can kick
|
|
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
|
}
|
|
// can grenade launch
|
|
|
|
else if ( FBitSet( pev->weapons, FGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
|
{
|
|
// shoot a grenade if you can
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
|
}
|
|
// can shoot
|
|
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
// if the enemy has eluded the squad and a squad member has just located the enemy
|
|
// and the enemy does not see the squad member, issue a call to the squad to waste a
|
|
// little time and give the player a chance to turn.
|
|
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
|
{
|
|
MySquadLeader()->m_fEnemyEluded = FALSE;
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_FOUND_ENEMY );
|
|
}
|
|
}
|
|
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
|
|
{
|
|
// try to take an available ENGAGE slot
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
|
{
|
|
// throw a grenade if can and no engage slots are available
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
|
}
|
|
else
|
|
{
|
|
// hide!
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
}
|
|
// can't see enemy
|
|
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
|
{
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
|
{
|
|
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
|
|
if (FOkToSpeak())
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_THROW), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
|
}
|
|
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
|
{
|
|
if( FOkToSpeak() )
|
|
{
|
|
m_iSentence = FGRUNT_SENT_CHARGE;
|
|
}
|
|
return GetScheduleOfType( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
else
|
|
{
|
|
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
|
// the enemy wanders back out into the open, or approaches the
|
|
// grunt's covered position. Good place for a taunt, I guess?
|
|
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_TAUNT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
}
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
break;
|
|
case MONSTERSTATE_ALERT:
|
|
case MONSTERSTATE_IDLE:
|
|
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_RELOAD );
|
|
}
|
|
if ( WantsToCallMedic() )
|
|
{
|
|
return GetScheduleOfType( SCHED_HGRUNT_ALLY_FIND_MEDIC );
|
|
}
|
|
|
|
if( m_hEnemy == 0 && IsFollowing() )
|
|
{
|
|
if( !m_hTargetEnt->IsAlive() )
|
|
{
|
|
// UNDONE: Comment about the recently dead player here?
|
|
StopFollowing( FALSE );
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
|
}
|
|
return GetScheduleOfType( SCHED_TARGET_FACE );
|
|
}
|
|
}
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
|
}
|
|
|
|
// try to say something about smells
|
|
TrySmellTalk();
|
|
break;
|
|
}
|
|
|
|
return CTalkMonster :: GetSchedule();
|
|
}
|
|
MONSTERSTATE CHFGrunt :: GetIdealState ( void )
|
|
{
|
|
return CTalkMonster::GetIdealState();
|
|
}
|
|
|
|
BOOL CHFGrunt::NoFriendlyFire( void )
|
|
{
|
|
CPlane backPlane;
|
|
CPlane leftPlane;
|
|
CPlane rightPlane;
|
|
|
|
Vector vecLeftSide;
|
|
Vector vecRightSide;
|
|
Vector v_left;
|
|
Vector v_dir;
|
|
|
|
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
|
|
if( m_hEnemy != 0 )
|
|
{
|
|
UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
|
|
}
|
|
else
|
|
{
|
|
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
|
|
return FALSE;
|
|
}
|
|
|
|
v_dir = gpGlobals->v_right * ( pev->size.x * 1.5f );
|
|
vecLeftSide = pev->origin - v_dir;
|
|
vecRightSide = pev->origin + v_dir;
|
|
|
|
v_left = gpGlobals->v_right * -1.0f;
|
|
|
|
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
|
|
rightPlane.InitializePlane( v_left, vecRightSide );
|
|
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
|
|
/*
|
|
ALERT( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist );
|
|
ALERT( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist );
|
|
ALERT( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist );
|
|
*/
|
|
for( int k = 1; k <= gpGlobals->maxClients; k++ )
|
|
{
|
|
CBaseEntity* pPlayer = UTIL_PlayerByIndex(k);
|
|
if (pPlayer && pPlayer->IsPlayer() && IRelationship(pPlayer) == R_AL && pPlayer->IsAlive())
|
|
{
|
|
if( backPlane.PointInFront( pPlayer->pev->origin ) &&
|
|
leftPlane.PointInFront( pPlayer->pev->origin ) &&
|
|
rightPlane.PointInFront( pPlayer->pev->origin ) )
|
|
{
|
|
ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
|
|
// player is in the check volume! Don't shoot!
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !InSquad() )
|
|
{
|
|
return TRUE;
|
|
}
|
|
CSquadMonster *pSquadLeader = MySquadLeader();
|
|
for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ )
|
|
{
|
|
CSquadMonster *pMember = pSquadLeader->MySquadMember( i );
|
|
if( pMember && pMember != this )
|
|
{
|
|
if( backPlane.PointInFront( pMember->pev->origin ) &&
|
|
leftPlane.PointInFront( pMember->pev->origin ) &&
|
|
rightPlane.PointInFront( pMember->pev->origin ) )
|
|
{
|
|
// this guy is in the check volume! Don't shoot!
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CHFGrunt::DeclineFollowing( void )
|
|
{
|
|
PlaySentence( "FG_POK", 2, VOL_NORM, ATTN_NORM );
|
|
}
|
|
|
|
//=========================================================
|
|
// CHFGruntRepel - when triggered, spawns a
|
|
// repelling down a line.
|
|
//=========================================================
|
|
|
|
class CTalkMonsterRepel : public CHGruntRepel
|
|
{
|
|
public:
|
|
void KeyValue(KeyValueData* pkvd);
|
|
void PrepareBeforeSpawn(CBaseEntity* pEntity);
|
|
|
|
int Save( CSave &save );
|
|
int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
string_t m_iszUse;
|
|
string_t m_iszUnUse;
|
|
};
|
|
|
|
TYPEDESCRIPTION CTalkMonsterRepel::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CTalkMonsterRepel, m_iszUse, FIELD_STRING ),
|
|
DEFINE_FIELD( CTalkMonsterRepel, m_iszUnUse, FIELD_STRING ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CTalkMonsterRepel, CHGruntRepel )
|
|
|
|
void CTalkMonsterRepel::KeyValue(KeyValueData *pkvd)
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "UseSentence" ) )
|
|
{
|
|
m_iszUse = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "UnUseSentence" ) )
|
|
{
|
|
m_iszUnUse = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CHGruntRepel::KeyValue( pkvd );
|
|
}
|
|
|
|
void CTalkMonsterRepel::PrepareBeforeSpawn(CBaseEntity *pEntity)
|
|
{
|
|
if (FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER))
|
|
{
|
|
SetBits(pEntity->pev->spawnflags, SF_MONSTER_PREDISASTER);
|
|
}
|
|
|
|
CTalkMonster* monster = (CTalkMonster*)pEntity;
|
|
monster->m_iszUse = m_iszUse;
|
|
monster->m_iszUnUse = m_iszUnUse;
|
|
}
|
|
|
|
class CHFGruntRepel : public CTalkMonsterRepel
|
|
{
|
|
public:
|
|
void KeyValue(KeyValueData* pkvd);
|
|
const char* TrooperName() {
|
|
return "monster_human_grunt_ally";
|
|
}
|
|
void PrepareBeforeSpawn(CBaseEntity* pEntity);
|
|
|
|
int Save( CSave &save );
|
|
int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
int m_iGruntHead;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_grunt_ally_repel, CHFGruntRepel )
|
|
|
|
TYPEDESCRIPTION CHFGruntRepel::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CHFGruntRepel, m_iGruntHead, FIELD_INTEGER ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CHFGruntRepel, CTalkMonsterRepel )
|
|
|
|
void CHFGruntRepel::KeyValue(KeyValueData *pkvd)
|
|
{
|
|
if( FStrEq(pkvd->szKeyName, "head" ) )
|
|
{
|
|
m_iGruntHead = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CTalkMonsterRepel::KeyValue( pkvd );
|
|
}
|
|
|
|
void CHFGruntRepel::PrepareBeforeSpawn(CBaseEntity *pEntity)
|
|
{
|
|
CHFGrunt* grunt = (CHFGrunt*)pEntity;
|
|
grunt->m_iHead = m_iGruntHead;
|
|
CTalkMonsterRepel::PrepareBeforeSpawn(pEntity);
|
|
}
|
|
|
|
class CMedicRepel : public CHFGruntRepel
|
|
{
|
|
public:
|
|
const char* TrooperName() {
|
|
return "monster_human_medic_ally";
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_medic_ally_repel, CMedicRepel )
|
|
|
|
class CTorchRepel : public CTalkMonsterRepel
|
|
{
|
|
public:
|
|
const char* TrooperName() {
|
|
return "monster_human_torch_ally";
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_torch_ally_repel, CTorchRepel )
|
|
|
|
//=========================================================
|
|
// FGrunt Dead PROP
|
|
//=========================================================
|
|
|
|
class CDeadFGrunt : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
int m_iPose;
|
|
int m_iHead;
|
|
static const char *m_szPoses[7];
|
|
};
|
|
|
|
const char *CDeadFGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting", "dead_on_back", "hgrunt_dead_stomach", "dead_headcrabed", "dead_canyon" };
|
|
|
|
void CDeadFGrunt::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "pose" ) )
|
|
{
|
|
m_iPose = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "head"))
|
|
{
|
|
m_iHead = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseMonster::KeyValue( pkvd );
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_human_grunt_ally_dead, CDeadFGrunt )
|
|
|
|
//=========================================================
|
|
// ********** DeadFGrunt SPAWN **********
|
|
//=========================================================
|
|
void CDeadFGrunt :: Spawn( )
|
|
{
|
|
PRECACHE_MODEL( "models/hgrunt_opfor.mdl" );
|
|
SET_MODEL( ENT( pev ), "models/hgrunt_opfor.mdl" );
|
|
|
|
pev->effects = 0;
|
|
pev->yaw_speed = 8;
|
|
pev->sequence = 0;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
if( pev->sequence == -1 )
|
|
{
|
|
ALERT( at_console, "Dead barney with bad pose\n" );
|
|
}
|
|
// Corpses have less health
|
|
pev->health = 8;//gSkillData.barneyHealth;
|
|
|
|
if ( pev->weapons <= 0 )
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE );
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SHOTGUN );
|
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_SHOTGUN );
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_9MMAR ))
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_MP5 );
|
|
}
|
|
if (FBitSet( pev->weapons, FGRUNT_M249 ))
|
|
{
|
|
SetBodygroup( FG_GUN_GROUP, FG_GUN_SAW );
|
|
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_M249 );
|
|
}
|
|
|
|
if ( m_iHead <= -2 )
|
|
{
|
|
// skip major and MP heads
|
|
m_iHead = RANDOM_LONG(0, FG_HEAD_SAW_BLACK+1);
|
|
if (m_iHead == FG_HEAD_SAW_BLACK+1) {
|
|
m_iHead = FG_HEAD_BERET_BLACK;
|
|
}
|
|
}
|
|
else if ( m_iHead < 0 || m_iHead >= FG_HEAD_COUNT )
|
|
m_iHead = 0;
|
|
|
|
SetBodygroup( FG_HEAD_GROUP, m_iHead );
|
|
|
|
MonsterInitDead();
|
|
}
|
|
|
|
#define TORCH_CLIP_SIZE 7
|
|
|
|
#define TORCH_EAGLE ( 1 << 0)
|
|
#define TORCH_BLOWTORCH ( 1 << 1)
|
|
|
|
// Weapon group
|
|
#define TORCH_GUN_GROUP 2
|
|
#define TORCH_GUN_EAGLE 0
|
|
#define TORCH_GUN_TORCH 1
|
|
#define TORCH_GUN_NONE 2
|
|
|
|
// Torch specific animation events
|
|
#define TORCH_AE_SHOWGUN ( 17)
|
|
#define TORCH_AE_SHOWTORCH ( 18)
|
|
#define TORCH_AE_HIDETORCH ( 19)
|
|
#define TORCH_AE_ONGAS ( 20)
|
|
#define TORCH_AE_OFFGAS ( 21)
|
|
|
|
class CTorch : public CHFGrunt
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void HandleAnimEvent( MonsterEvent_t* pEvent );
|
|
BOOL CheckRangeAttack1(float flDot, float flDist);
|
|
BOOL CheckRangeAttack2(float flDot, float flDist);
|
|
void GibMonster();
|
|
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
|
void PrescheduleThink();
|
|
|
|
void DropMyItems(BOOL isGibbed);
|
|
|
|
void MakeGas( void );
|
|
void UpdateGas( void );
|
|
void KillGas( void );
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
CBeam *m_pBeam;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_human_torch_ally, CTorch )
|
|
|
|
TYPEDESCRIPTION CTorch::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CTorch, m_pBeam, FIELD_CLASSPTR ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CTorch, CHFGrunt )
|
|
|
|
void CTorch::Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
SpawnHelper("models/hgrunt_torch.mdl", gSkillData.torchHealth);
|
|
|
|
if (!pev->weapons)
|
|
pev->weapons = TORCH_EAGLE;
|
|
|
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
|
|
{
|
|
pev->body = TORCH_GUN_EAGLE;
|
|
}
|
|
if ( FBitSet( pev->weapons, TORCH_BLOWTORCH ) )
|
|
{
|
|
pev->body = TORCH_GUN_TORCH;
|
|
}
|
|
m_cClipSize = TORCH_CLIP_SIZE;
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
m_pBeam = NULL;
|
|
MonsterInit();
|
|
SetUse( &CTalkMonster::FollowerUse );
|
|
}
|
|
|
|
void CTorch::Precache()
|
|
{
|
|
PRECACHE_MODEL("models/hgrunt_torch.mdl");
|
|
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
|
|
PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
|
|
PrecacheHelper();
|
|
TalkInit();
|
|
m_voicePitch = 95;
|
|
CTalkMonster::Precache();
|
|
}
|
|
|
|
void CTorch::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|
{
|
|
switch ( pEvent->event )
|
|
{
|
|
case TORCH_AE_SHOWTORCH:
|
|
pev->body = 1;
|
|
break;
|
|
|
|
case TORCH_AE_SHOWGUN:
|
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
|
|
pev->body = 0;
|
|
else
|
|
pev->body = 1;
|
|
break;
|
|
|
|
case TORCH_AE_HIDETORCH:
|
|
pev->body = 2;
|
|
break;
|
|
|
|
case TORCH_AE_ONGAS:
|
|
MakeGas ();
|
|
UpdateGas ();
|
|
break;
|
|
|
|
case TORCH_AE_OFFGAS:
|
|
KillGas ();
|
|
break;
|
|
case HGRUNT_ALLY_AE_DROP_GUN:
|
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
|
|
{
|
|
DropMyItems(FALSE);
|
|
}
|
|
break;
|
|
case HGRUNT_ALLY_AE_RELOAD:
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_reload.wav", 1, ATTN_NORM );
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
|
break;
|
|
case HGRUNT_ALLY_AE_BURST1:
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
SetBlending( 0, angDir.x );
|
|
pev->effects = EF_MUZZLEFLASH;
|
|
|
|
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_357 );
|
|
|
|
int pitchShift = RANDOM_LONG( 0, 20 );
|
|
// Only shift about half the time
|
|
if( pitchShift > 10 )
|
|
pitchShift = 0;
|
|
else
|
|
pitchShift -= 5;
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
}
|
|
break;
|
|
case HGRUNT_ALLY_AE_BURST2:
|
|
case HGRUNT_ALLY_AE_BURST3:
|
|
break;
|
|
case HGRUNT_ALLY_AE_KICK:
|
|
{
|
|
KickImpl(gSkillData.torchDmgKick);
|
|
}
|
|
break;
|
|
default:
|
|
CHFGrunt::HandleAnimEvent(pEvent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
BOOL CTorch::CheckRangeAttack1(float flDot, float flDist)
|
|
{
|
|
return FBitSet( pev->weapons, TORCH_EAGLE ) && CHFGrunt::CheckRangeAttack1(flDot, flDist);
|
|
}
|
|
|
|
BOOL CTorch::CheckRangeAttack2(float flDot, float flDist)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
void CTorch::GibMonster()
|
|
{
|
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) && pev->body != TORCH_GUN_NONE )
|
|
{// throw a gun if the grunt has one
|
|
DropMyItems(TRUE);
|
|
}
|
|
CTalkMonster::GibMonster();
|
|
}
|
|
|
|
void CTorch::DropMyItems(BOOL isGibbed)
|
|
{
|
|
if (!isGibbed) {
|
|
pev->body = TORCH_GUN_NONE;
|
|
}
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
|
DropMyItem("weapon_eagle", vecGunPos, vecGunAngles, isGibbed);
|
|
}
|
|
|
|
void CTorch::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
// check for gas tank
|
|
if (ptr->iHitgroup == 8)
|
|
{
|
|
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))
|
|
{
|
|
bitsDamageType = (DMG_ALWAYSGIB | DMG_BLAST);
|
|
flDamage = pev->health + 1;
|
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
|
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
|
|
WRITE_COORD( ptr->vecEndPos.x ); // Send to PAS because of the sound
|
|
WRITE_COORD( ptr->vecEndPos.y );
|
|
WRITE_COORD( ptr->vecEndPos.z );
|
|
WRITE_SHORT( g_sModelIndexFireball );
|
|
WRITE_BYTE( 15 ); // scale * 10
|
|
WRITE_BYTE( 15 ); // framerate
|
|
WRITE_BYTE( TE_EXPLFLAG_NONE );
|
|
MESSAGE_END();
|
|
::RadiusDamage ( pev->origin, pev, pev, Q_min(pev->max_health, 75), 125, CLASS_NONE, DMG_BLAST );
|
|
Create( "spark_shower", pev->origin, ptr->vecPlaneNormal, NULL );
|
|
}
|
|
}
|
|
CHFGrunt::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
}
|
|
|
|
void CTorch::PrescheduleThink()
|
|
{
|
|
if (m_pBeam)
|
|
{
|
|
UpdateGas();
|
|
}
|
|
CHFGrunt::PrescheduleThink();
|
|
}
|
|
|
|
//=========================================================
|
|
// AUTOGENE
|
|
//=========================================================
|
|
void CTorch::UpdateGas( void )
|
|
{
|
|
TraceResult tr;
|
|
Vector posGun, angleGun;
|
|
|
|
if ( m_pBeam )
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
GetAttachment( 2, posGun, angleGun );
|
|
|
|
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
|
|
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
|
|
|
|
if ( tr.flFraction != 1.0 )
|
|
{
|
|
m_pBeam->DoSparks( tr.vecEndPos, posGun );
|
|
UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4));
|
|
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
|
|
WRITE_BYTE( TE_STREAK_SPLASH );
|
|
WRITE_COORD( tr.vecEndPos.x ); // origin
|
|
WRITE_COORD( tr.vecEndPos.y );
|
|
WRITE_COORD( tr.vecEndPos.z );
|
|
WRITE_COORD( tr.vecPlaneNormal.x ); // direction
|
|
WRITE_COORD( tr.vecPlaneNormal.y );
|
|
WRITE_COORD( tr.vecPlaneNormal.z );
|
|
WRITE_BYTE( 10 ); // Streak color 6
|
|
WRITE_SHORT( 60 ); // count
|
|
WRITE_SHORT( 25 );
|
|
WRITE_SHORT( 50 ); // Random velocity modifier
|
|
MESSAGE_END();
|
|
}
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_DLIGHT );
|
|
WRITE_COORD( posGun.x ); // origin
|
|
WRITE_COORD( posGun.y );
|
|
WRITE_COORD( posGun.z );
|
|
WRITE_BYTE( RANDOM_LONG(4, 16) ); // radius
|
|
WRITE_BYTE( 251 ); // R
|
|
WRITE_BYTE( 68 ); // G
|
|
WRITE_BYTE( 36 ); // B
|
|
WRITE_BYTE( 1 ); // life * 10
|
|
WRITE_BYTE( 0 ); // decay
|
|
MESSAGE_END();
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_ELIGHT );
|
|
WRITE_SHORT( entindex( ) + 0x1000 * 3 ); // entity, attachment
|
|
WRITE_COORD( posGun.x ); // origin
|
|
WRITE_COORD( posGun.y );
|
|
WRITE_COORD( posGun.z );
|
|
WRITE_COORD( RANDOM_LONG(8, 12) ); // radius
|
|
WRITE_BYTE( 251 ); // R
|
|
WRITE_BYTE( 68 ); // G
|
|
WRITE_BYTE( 36 ); // B
|
|
WRITE_BYTE( 1 ); // life * 10
|
|
WRITE_COORD( 0 ); // decay
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
|
|
void CTorch::MakeGas( void )
|
|
{
|
|
Vector posGun, angleGun;
|
|
TraceResult tr;
|
|
Vector vecEndPos;
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 7 );
|
|
|
|
if ( m_pBeam )
|
|
{
|
|
GetAttachment( 4, posGun, angleGun );
|
|
GetAttachment( 3, posGun, angleGun );
|
|
UTIL_Sparks( posGun );
|
|
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
|
|
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
|
|
|
|
m_pBeam->EntsInit( entindex(), entindex() );
|
|
m_pBeam->SetColor( 24, 121, 239 );
|
|
m_pBeam->SetBrightness( 190 );
|
|
m_pBeam->SetScrollRate( 20 );
|
|
m_pBeam->SetStartAttachment( 4 );
|
|
m_pBeam->SetEndAttachment( 3 );
|
|
m_pBeam->DoSparks( tr.vecEndPos, posGun );
|
|
m_pBeam->SetFlags( BEAM_FSHADEIN );
|
|
m_pBeam->pev->spawnflags = SF_BEAM_SPARKSTART | SF_BEAM_TEMPORARY;
|
|
UTIL_Sparks( tr.vecEndPos );
|
|
}
|
|
return;
|
|
}
|
|
|
|
void CTorch :: KillGas( void )
|
|
{
|
|
if ( m_pBeam )
|
|
{
|
|
UTIL_Remove( m_pBeam );
|
|
m_pBeam = NULL;
|
|
}
|
|
return;
|
|
}
|
|
|
|
#define MEDIC_CLIP_SIZE 17
|
|
#define MEDIC_CLIP_SIZE_EAGLE 7
|
|
|
|
#define MEDIC_EAGLE 1 << 0
|
|
#define MEDIC_HANDGUN 1 << 1
|
|
#define MEDIC_NEEDLE 1 << 2
|
|
|
|
// Weapon group
|
|
#define MEDIC_GUN_GROUP 3
|
|
#define MEDIC_GUN_EAGLE 0
|
|
#define MEDIC_GUN_PISTOL 1
|
|
#define MEDIC_GUN_NEEDLE 2
|
|
#define MEDIC_GUN_NONE 3
|
|
|
|
// Head group
|
|
#define MEDIC_HEAD_GROUP 2
|
|
enum {
|
|
MEDIC_HEAD_WHITE,
|
|
MEDIC_HEAD_BLACK,
|
|
MEDIC_HEAD_COUNT
|
|
};
|
|
|
|
//=========================================================
|
|
// Medic specific animation events
|
|
//=========================================================
|
|
#define MEDIC_AE_HIDEGUN ( 15)
|
|
#define MEDIC_AE_SHOWNEEDLE ( 16)
|
|
#define MEDIC_AE_HIDENEEDLE ( 17)
|
|
#define MEDIC_AE_SHOWGUN ( 18)
|
|
|
|
enum
|
|
{
|
|
TASK_MEDIC_SAY_HEAL = LAST_HGRUNT_ALLY_TASK + 1,
|
|
TASK_MEDIC_HEAL,
|
|
};
|
|
|
|
Task_t tlMedicHeal[] =
|
|
{
|
|
{ TASK_MOVE_TO_TARGET_RANGE, (float)50 }, // Move within 50 of target ent (client)
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_MEDIC_SAY_HEAL, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle
|
|
{ TASK_MEDIC_HEAL, (float)0 }, // Put it in the player
|
|
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle
|
|
};
|
|
|
|
Schedule_t slMedicHeal[] =
|
|
{
|
|
{
|
|
tlMedicHeal,
|
|
ARRAYSIZE ( tlMedicHeal ),
|
|
0, // Don't interrupt or he'll end up running around with a needle all the time
|
|
0,
|
|
"Heal"
|
|
},
|
|
};
|
|
|
|
Task_t tlMedicDrawGun[] =
|
|
{
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_DISARM }, // Put away the needle
|
|
};
|
|
|
|
Schedule_t slMedicDrawGun[] =
|
|
{
|
|
{
|
|
tlMedicDrawGun,
|
|
ARRAYSIZE ( tlMedicDrawGun ),
|
|
0, // Don't interrupt or he'll end up running around with a needle all the time
|
|
0,
|
|
"DrawGun"
|
|
},
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_human_medic_ally, CMedic )
|
|
|
|
TYPEDESCRIPTION CMedic::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CMedic, m_flHealCharge, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CMedic, m_fDepleteLine, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( CMedic, m_fHealing, FIELD_BOOLEAN ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CMedic, CHFGrunt )
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CMedic )
|
|
{
|
|
slMedicHeal,
|
|
slMedicDrawGun,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CMedic, CHFGrunt )
|
|
|
|
bool CMedic::Heal( void )
|
|
{
|
|
if ( !HasHealCharge() || !HasHealTarget() )
|
|
return false;
|
|
|
|
Vector target = m_hTargetEnt->pev->origin - pev->origin;
|
|
if ( target.Length() > 100 )
|
|
return false;
|
|
|
|
m_flHealCharge -= m_hTargetEnt->TakeHealth( Q_min(10, m_flHealCharge), DMG_GENERIC );
|
|
ALERT(at_aiconsole, "Medic grunt heal charge left: %f\n", m_flHealCharge);
|
|
m_fHealing = TRUE;
|
|
return true;
|
|
}
|
|
|
|
void CMedic::StartTask(Task_t *pTask)
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_MEDIC_HEAL:
|
|
m_IdealActivity = ACT_MELEE_ATTACK2;
|
|
if (Heal())
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "fgrunt/medic_give_shot.wav", 1, ATTN_NORM );
|
|
break;
|
|
case TASK_MEDIC_SAY_HEAL:
|
|
m_hTalkTarget = m_hTargetEnt;
|
|
PlaySentence( "MG_HEAL", 2, VOL_NORM, ATTN_IDLE );
|
|
TaskComplete();
|
|
break;
|
|
default:
|
|
CHFGrunt::StartTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CMedic::RunTask(Task_t *pTask)
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_MEDIC_HEAL:
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
if (HasHealTarget() && CheckHealCharge()) {
|
|
m_IdealActivity = ACT_MELEE_ATTACK2;
|
|
ALERT(at_aiconsole, "Medic continuing healing\n");
|
|
Heal();
|
|
} else {
|
|
TaskComplete();
|
|
StopHealing();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( TargetDistance() > 90 ) {
|
|
TaskComplete();
|
|
StopHealing();
|
|
}
|
|
if (m_hTargetEnt != 0)
|
|
{
|
|
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin );
|
|
ChangeYaw( pev->yaw_speed );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
CHFGrunt::RunTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CMedic::OnChangeSchedule( Schedule_t *pNewSchedule )
|
|
{
|
|
if (m_fHealing) {
|
|
StopHealing();
|
|
}
|
|
CHFGrunt::OnChangeSchedule( pNewSchedule );
|
|
}
|
|
|
|
Schedule_t *CMedic::GetSchedule()
|
|
{
|
|
Schedule_t* prioritizedSchedule = PrioritizedSchedule();
|
|
if (prioritizedSchedule)
|
|
return prioritizedSchedule;
|
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE|MEDIC_HANDGUN ) &&
|
|
(GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NEEDLE || GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NONE)) {
|
|
return slMedicDrawGun;
|
|
}
|
|
switch( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_IDLE:
|
|
case MONSTERSTATE_ALERT:
|
|
if ( m_hEnemy == 0 )
|
|
{
|
|
if (m_hTargetEnt != 0 && m_hTargetEnt->IsPlayer())
|
|
{
|
|
if ( TargetDistance() <= 128 )
|
|
{
|
|
if ( CheckHealCharge() && m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health * 0.75 ) {
|
|
ALERT(at_aiconsole, "Medic is going to heal a player\n");
|
|
return GetScheduleOfType(SCHED_MEDIC_HEAL);
|
|
}
|
|
}
|
|
}
|
|
// was called by other ally
|
|
else if (HasHealCharge() && HasHealTarget()) {
|
|
return GetScheduleOfType(SCHED_MEDIC_HEAL);
|
|
}
|
|
}
|
|
}
|
|
return CHFGrunt::GetSchedule();
|
|
}
|
|
|
|
Schedule_t *CMedic::GetScheduleOfType(int Type)
|
|
{
|
|
switch (Type) {
|
|
case SCHED_MEDIC_HEAL:
|
|
return slMedicHeal;
|
|
default:
|
|
return CHFGrunt::GetScheduleOfType(Type);
|
|
}
|
|
}
|
|
|
|
void CMedic::StopFollowing(BOOL clearSchedule)
|
|
{
|
|
if (InHealSchedule() && (m_hTargetEnt != 0 && !m_hTargetEnt->IsPlayer()))
|
|
clearSchedule = FALSE;
|
|
CHFGrunt::StopFollowing(clearSchedule);
|
|
}
|
|
|
|
void CMedic::SetAnswerQuestion(CTalkMonster *pSpeaker)
|
|
{
|
|
if (!m_fHealing) {
|
|
CTalkMonster::SetAnswerQuestion(pSpeaker);
|
|
}
|
|
}
|
|
|
|
void CMedic::Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
SpawnHelper("models/hgrunt_medic.mdl", gSkillData.medicHealth);
|
|
|
|
if (!pev->weapons)
|
|
{
|
|
pev->weapons |= MEDIC_EAGLE; // some medics on existing maps don't have a weapon selected
|
|
}
|
|
m_cClipSize = MEDIC_CLIP_SIZE_EAGLE;
|
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE ) )
|
|
{
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_EAGLE );
|
|
}
|
|
else if ( FBitSet( pev->weapons, MEDIC_HANDGUN ) )
|
|
{
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_PISTOL );
|
|
m_cClipSize = MEDIC_CLIP_SIZE;
|
|
}
|
|
else if ( FBitSet( pev->weapons, MEDIC_NEEDLE ) )
|
|
{
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE );
|
|
}
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
|
|
if (m_iHead < 0 || m_iHead >= MEDIC_HEAD_COUNT) {
|
|
m_iHead = RANDOM_LONG(MEDIC_HEAD_WHITE, MEDIC_HEAD_BLACK);
|
|
}
|
|
|
|
SetBodygroup(MEDIC_HEAD_GROUP, m_iHead);
|
|
|
|
m_flHealCharge = gSkillData.medicHeal;
|
|
MonsterInit();
|
|
SetUse( &CTalkMonster::FollowerUse );
|
|
}
|
|
|
|
void CMedic::Precache()
|
|
{
|
|
PRECACHE_MODEL("models/hgrunt_medic.mdl");
|
|
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
|
|
PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
|
|
PRECACHE_SOUND("weapons/pl_gun3.wav");
|
|
PRECACHE_SOUND("fgrunt/medic_give_shot.wav");
|
|
PRECACHE_SOUND("fgrunt/medical.wav");
|
|
PrecacheHelper();
|
|
TalkInit();
|
|
if (m_iHead == MEDIC_HEAD_BLACK)
|
|
m_voicePitch = 95;
|
|
else
|
|
m_voicePitch = 105;
|
|
CTalkMonster::Precache();
|
|
}
|
|
|
|
void CMedic::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|
{
|
|
switch ( pEvent->event )
|
|
{
|
|
case MEDIC_AE_SHOWNEEDLE:
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE );
|
|
break;
|
|
|
|
case MEDIC_AE_SHOWGUN:
|
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE ) )
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_EAGLE );
|
|
else if ( FBitSet( pev->weapons, MEDIC_HANDGUN ) )
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_PISTOL );
|
|
else
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE );
|
|
break;
|
|
|
|
case MEDIC_AE_HIDENEEDLE:
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE );
|
|
break;
|
|
case MEDIC_AE_HIDEGUN:
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE );
|
|
break;
|
|
|
|
case HGRUNT_ALLY_AE_DROP_GUN:
|
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) )
|
|
{
|
|
DropMyItems(FALSE);
|
|
}
|
|
break;
|
|
case HGRUNT_ALLY_AE_RELOAD:
|
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_reload.wav", 1, ATTN_NORM );
|
|
m_cAmmoLoaded = m_cClipSize;
|
|
ClearConditions(bits_COND_NO_AMMO_LOADED);
|
|
break;
|
|
case HGRUNT_ALLY_AE_BURST1:
|
|
{
|
|
if (FBitSet(pev->weapons, MEDIC_EAGLE)) {
|
|
FirePistol("weapons/desert_eagle_fire.wav", BULLET_MONSTER_357);
|
|
} else if (FBitSet(pev->weapons, MEDIC_HANDGUN)) {
|
|
FirePistol("weapons/pl_gun3.wav", BULLET_MONSTER_9MM);
|
|
}
|
|
}
|
|
break;
|
|
case HGRUNT_ALLY_AE_BURST2:
|
|
case HGRUNT_ALLY_AE_BURST3:
|
|
break;
|
|
case HGRUNT_ALLY_AE_KICK:
|
|
{
|
|
KickImpl(gSkillData.medicDmgKick);
|
|
}
|
|
break;
|
|
default:
|
|
CHFGrunt::HandleAnimEvent(pEvent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
BOOL CMedic::CheckRangeAttack1(float flDot, float flDist)
|
|
{
|
|
return FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && CHFGrunt::CheckRangeAttack1(flDot, flDist);
|
|
}
|
|
|
|
BOOL CMedic::CheckRangeAttack2(float flDot, float flDist)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
void CMedic::GibMonster()
|
|
{
|
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && GetBodygroup(MEDIC_GUN_GROUP) != MEDIC_GUN_NONE )
|
|
{// throw a gun if the grunt has one
|
|
DropMyItems(TRUE);
|
|
}
|
|
CTalkMonster::GibMonster();
|
|
}
|
|
|
|
void CMedic::DropMyItems(BOOL isGibbed)
|
|
{
|
|
if (!isGibbed) {
|
|
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE );
|
|
}
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
|
if (FBitSet(pev->weapons, MEDIC_EAGLE))
|
|
DropMyItem("weapon_eagle", vecGunPos, vecGunAngles, isGibbed);
|
|
else if (FBitSet(pev->weapons, MEDIC_HANDGUN)) {
|
|
DropMyItem("weapon_9mmhandgun", vecGunPos, vecGunAngles, isGibbed);
|
|
}
|
|
}
|
|
|
|
void CMedic::FirePistol(const char *shotSound , Bullet bullet)
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
Vector vecShootOrigin = GetGunPosition();
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
SetBlending( 0, angDir.x );
|
|
pev->effects = EF_MUZZLEFLASH;
|
|
|
|
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, bullet );
|
|
|
|
int pitchShift = RANDOM_LONG( 0, 20 );
|
|
// Only shift about half the time
|
|
if( pitchShift > 10 )
|
|
pitchShift = 0;
|
|
else
|
|
pitchShift -= 5;
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, shotSound, 1, ATTN_NORM, 0, 100 + pitchShift );
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
}
|
|
|
|
void CMedic::StartFollowingHealTarget(CBaseEntity *pTarget)
|
|
{
|
|
if( m_pCine )
|
|
m_pCine->CancelScript();
|
|
|
|
if( m_hEnemy != 0 )
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
m_hTargetEnt = pTarget;
|
|
ClearConditions( bits_COND_CLIENT_PUSH );
|
|
ClearSchedule();
|
|
ALERT(at_aiconsole, "Medic started to follow injured %s\n", STRING(pTarget->pev->classname));
|
|
}
|
|
|
|
void CMedic::StopHealing()
|
|
{
|
|
m_fHealing = FALSE;
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM );
|
|
if (m_hTargetEnt != 0 && !m_hTargetEnt->IsPlayer()) {
|
|
if(m_movementGoal & MOVEGOAL_TARGETENT)
|
|
RouteClear(); // Stop him from walking toward the player
|
|
m_hTargetEnt = 0;
|
|
if( m_hEnemy != 0 )
|
|
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
|
}
|
|
}
|
|
|
|
CBaseEntity* CMedic::HealTarget()
|
|
{
|
|
if (m_hTargetEnt != 0 && m_hTargetEnt->IsAlive() && (m_hTargetEnt->pev->health < m_hTargetEnt->pev->max_health) &&
|
|
((m_hTargetEnt->MyMonsterPointer() && IRelationship(m_hTargetEnt) < R_DL) || m_hTargetEnt->IsPlayer())) {
|
|
return m_hTargetEnt;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
bool CMedic::CheckHealCharge()
|
|
{
|
|
if ( !HasHealCharge() )
|
|
{
|
|
if ( !m_fDepleteLine )
|
|
{
|
|
PlaySentence( "MG_NOTHEAL", 2, VOL_NORM, ATTN_IDLE );
|
|
m_fDepleteLine = TRUE;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CMedic::ReadyToHeal()
|
|
{
|
|
if( m_MonsterState == MONSTERSTATE_SCRIPT )
|
|
{
|
|
if( !m_pCine )
|
|
return false;
|
|
if( !m_pCine->CanInterrupt() )
|
|
return false;
|
|
}
|
|
|
|
if( !IsAlive() )
|
|
return false;
|
|
|
|
return HasHealCharge() && !InHealSchedule();
|
|
}
|
|
|
|
bool CMedic::InHealSchedule()
|
|
{
|
|
return m_pSchedule == slMedicHeal;
|
|
}
|