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1300 lines
31 KiB
1300 lines
31 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// Houndeye - spooky sonic dog. |
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//========================================================= |
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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 "schedule.h" |
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#include "animation.h" |
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#include "nodes.h" |
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#include "squadmonster.h" |
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#include "soundent.h" |
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#include "game.h" |
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extern CGraph WorldGraph; |
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// houndeye does 20 points of damage spread over a sphere 384 units in diameter, and each additional |
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// squad member increases the BASE damage by 110%, per the spec. |
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#define HOUNDEYE_MAX_SQUAD_SIZE 4 |
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#define HOUNDEYE_MAX_ATTACK_RADIUS 384 |
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#define HOUNDEYE_SQUAD_BONUS (float)1.1 |
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#define HOUNDEYE_EYE_FRAMES 4 // how many different switchable maps for the eye |
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#define HOUNDEYE_SOUND_STARTLE_VOLUME 128 // how loud a sound has to be to badly scare a sleeping houndeye |
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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_HOUND_CLOSE_EYE = LAST_COMMON_TASK + 1, |
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TASK_HOUND_OPEN_EYE, |
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TASK_HOUND_THREAT_DISPLAY, |
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TASK_HOUND_FALL_ASLEEP, |
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TASK_HOUND_WAKE_UP, |
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TASK_HOUND_HOP_BACK |
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}; |
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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_HOUND_AGITATED = LAST_COMMON_SCHEDULE + 1, |
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SCHED_HOUND_HOP_RETREAT, |
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SCHED_HOUND_FAIL |
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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 HOUND_AE_WARN 1 |
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#define HOUND_AE_STARTATTACK 2 |
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#define HOUND_AE_THUMP 3 |
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#define HOUND_AE_ANGERSOUND1 4 |
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#define HOUND_AE_ANGERSOUND2 5 |
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#define HOUND_AE_HOPBACK 6 |
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#define HOUND_AE_CLOSE_EYE 7 |
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class CHoundeye : public CSquadMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int Classify ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void SetYawSpeed ( void ); |
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void WarmUpSound ( void ); |
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void AlertSound( void ); |
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void DeathSound( void ); |
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void WarnSound( void ); |
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void PainSound( void ); |
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void IdleSound( void ); |
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void StartTask( Task_t *pTask ); |
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void RunTask ( Task_t *pTask ); |
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void SonicAttack( void ); |
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void PrescheduleThink( void ); |
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void SetActivity ( Activity NewActivity ); |
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void WriteBeamColor ( void ); |
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
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BOOL FValidateHintType ( short sHint ); |
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BOOL FCanActiveIdle ( void ); |
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Schedule_t *GetScheduleOfType ( int Type ); |
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Schedule_t *GetSchedule( void ); |
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|
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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CUSTOM_SCHEDULES |
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static TYPEDESCRIPTION m_SaveData[]; |
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int m_iSpriteTexture; |
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BOOL m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down |
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BOOL m_fDontBlink;// don't try to open/close eye if this bit is set! |
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Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members. |
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}; |
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LINK_ENTITY_TO_CLASS( monster_houndeye, CHoundeye ) |
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TYPEDESCRIPTION CHoundeye::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CHoundeye, m_iSpriteTexture, FIELD_INTEGER ), |
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DEFINE_FIELD( CHoundeye, m_fAsleep, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHoundeye, m_fDontBlink, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHoundeye, m_vecPackCenter, FIELD_POSITION_VECTOR ), |
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}; |
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IMPLEMENT_SAVERESTORE( CHoundeye, CSquadMonster ) |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CHoundeye :: Classify ( void ) |
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{ |
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return CLASS_ALIEN_MONSTER; |
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} |
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//========================================================= |
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// FValidateHintType |
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//========================================================= |
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BOOL CHoundeye :: FValidateHintType ( short sHint ) |
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{ |
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int i; |
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static short sHoundHints[] = |
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{ |
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HINT_WORLD_MACHINERY, |
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HINT_WORLD_BLINKING_LIGHT, |
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HINT_WORLD_HUMAN_BLOOD, |
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HINT_WORLD_ALIEN_BLOOD, |
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}; |
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for ( i = 0 ; i < ARRAYSIZE ( sHoundHints ) ; i++ ) |
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{ |
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if ( sHoundHints[ i ] == sHint ) |
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{ |
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return TRUE; |
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} |
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} |
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ALERT ( at_aiconsole, "Couldn't validate hint type" ); |
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return FALSE; |
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} |
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//========================================================= |
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// FCanActiveIdle |
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//========================================================= |
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BOOL CHoundeye :: FCanActiveIdle ( void ) |
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{ |
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if ( InSquad() ) |
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{ |
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CSquadMonster *pSquadLeader = MySquadLeader(); |
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for (int i = 0; i < MAX_SQUAD_MEMBERS;i++) |
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{ |
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CSquadMonster *pMember = pSquadLeader->MySquadMember(i); |
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if ( pMember != NULL && pMember != this && pMember->m_iHintNode != NO_NODE ) |
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{ |
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// someone else in the group is active idling right now! |
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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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return TRUE; |
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} |
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//========================================================= |
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// CheckRangeAttack1 - overridden for houndeyes so that they |
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// try to get within half of their max attack radius before |
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// attacking, so as to increase their chances of doing damage. |
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//========================================================= |
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BOOL CHoundeye :: CheckRangeAttack1 ( float flDot, float flDist ) |
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{ |
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if ( flDist <= ( HOUNDEYE_MAX_ATTACK_RADIUS * 0.5 ) && flDot >= 0.3 ) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CHoundeye :: SetYawSpeed ( void ) |
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{ |
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int ys; |
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ys = 90; |
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switch ( m_Activity ) |
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{ |
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case ACT_CROUCHIDLE://sleeping! |
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ys = 0; |
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break; |
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case ACT_IDLE: |
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ys = 60; |
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break; |
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case ACT_WALK: |
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case ACT_RUN: |
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case ACT_TURN_LEFT: |
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case ACT_TURN_RIGHT: |
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break; |
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default: |
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break; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// SetActivity |
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//========================================================= |
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void CHoundeye :: SetActivity ( Activity NewActivity ) |
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{ |
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int iSequence; |
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if ( NewActivity == m_Activity ) |
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return; |
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if ( m_MonsterState == MONSTERSTATE_COMBAT && NewActivity == ACT_IDLE && RANDOM_LONG(0,1) ) |
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{ |
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// play pissed idle. |
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iSequence = LookupSequence( "madidle" ); |
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present |
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// In case someone calls this with something other than the ideal activity |
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m_IdealActivity = m_Activity; |
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// Set to the desired anim, or default anim if the desired is not present |
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if ( iSequence > ACTIVITY_NOT_AVAILABLE ) |
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{ |
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pev->sequence = iSequence; // Set to the reset anim (if it's there) |
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pev->frame = 0; // FIX: frame counter shouldn't be reset when its the same activity as before |
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ResetSequenceInfo(); |
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SetYawSpeed(); |
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} |
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} |
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else |
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{ |
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CSquadMonster :: SetActivity ( NewActivity ); |
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} |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CHoundeye :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch ( pEvent->event ) |
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{ |
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case HOUND_AE_WARN: |
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// do stuff for this event. |
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WarnSound(); |
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break; |
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case HOUND_AE_STARTATTACK: |
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WarmUpSound(); |
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break; |
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case HOUND_AE_HOPBACK: |
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{ |
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float flGravity = g_psv_gravity->value; |
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pev->flags &= ~FL_ONGROUND; |
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pev->velocity = gpGlobals->v_forward * -200; |
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pev->velocity.z += (0.6 * flGravity) * 0.5; |
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break; |
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} |
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case HOUND_AE_THUMP: |
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// emit the shockwaves |
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SonicAttack(); |
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break; |
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case HOUND_AE_ANGERSOUND1: |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM); |
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break; |
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case HOUND_AE_ANGERSOUND2: |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain1.wav", 1, ATTN_NORM); |
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break; |
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case HOUND_AE_CLOSE_EYE: |
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if ( !m_fDontBlink ) |
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{ |
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pev->skin = HOUNDEYE_EYE_FRAMES - 1; |
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} |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CHoundeye :: Spawn() |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/houndeye.mdl"); |
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UTIL_SetSize(pev, Vector ( -16, -16, 0 ), Vector ( 16, 16, 36 ) ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_YELLOW; |
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pev->effects = 0; |
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pev->health = gSkillData.houndeyeHealth; |
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? |
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_fAsleep = FALSE; // everyone spawns awake |
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m_fDontBlink = FALSE; |
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m_afCapability |= bits_CAP_SQUAD; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CHoundeye :: Precache() |
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{ |
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PRECACHE_MODEL("models/houndeye.mdl"); |
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PRECACHE_SOUND("houndeye/he_alert1.wav"); |
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PRECACHE_SOUND("houndeye/he_alert2.wav"); |
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PRECACHE_SOUND("houndeye/he_alert3.wav"); |
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PRECACHE_SOUND("houndeye/he_die1.wav"); |
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PRECACHE_SOUND("houndeye/he_die2.wav"); |
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PRECACHE_SOUND("houndeye/he_die3.wav"); |
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PRECACHE_SOUND("houndeye/he_idle1.wav"); |
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PRECACHE_SOUND("houndeye/he_idle2.wav"); |
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PRECACHE_SOUND("houndeye/he_idle3.wav"); |
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PRECACHE_SOUND("houndeye/he_hunt1.wav"); |
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PRECACHE_SOUND("houndeye/he_hunt2.wav"); |
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PRECACHE_SOUND("houndeye/he_hunt3.wav"); |
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PRECACHE_SOUND("houndeye/he_pain1.wav"); |
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PRECACHE_SOUND("houndeye/he_pain3.wav"); |
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PRECACHE_SOUND("houndeye/he_pain4.wav"); |
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PRECACHE_SOUND("houndeye/he_pain5.wav"); |
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PRECACHE_SOUND("houndeye/he_attack1.wav"); |
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PRECACHE_SOUND("houndeye/he_attack3.wav"); |
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PRECACHE_SOUND("houndeye/he_blast1.wav"); |
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PRECACHE_SOUND("houndeye/he_blast2.wav"); |
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PRECACHE_SOUND("houndeye/he_blast3.wav"); |
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/shockwave.spr" ); |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CHoundeye :: IdleSound ( void ) |
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{ |
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switch ( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CHoundeye :: WarmUpSound ( void ) |
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{ |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "houndeye/he_attack1.wav", 0.7, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "houndeye/he_attack3.wav", 0.7, ATTN_NORM ); |
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break; |
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} |
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} |
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//========================================================= |
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// WarnSound |
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//========================================================= |
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void CHoundeye :: WarnSound ( void ) |
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{ |
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switch ( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CHoundeye :: AlertSound ( void ) |
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{ |
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|
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if ( InSquad() && !IsLeader() ) |
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{ |
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return; // only leader makes ALERT sound. |
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} |
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|
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switch ( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CHoundeye :: DeathSound ( void ) |
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{ |
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switch ( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CHoundeye :: PainSound ( void ) |
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{ |
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switch ( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain4.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain5.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
|
|
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//========================================================= |
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// WriteBeamColor - writes a color vector to the network |
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// based on the size of the group. |
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//========================================================= |
|
void CHoundeye :: WriteBeamColor ( void ) |
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{ |
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BYTE bRed, bGreen, bBlue; |
|
|
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if ( InSquad() ) |
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{ |
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switch ( SquadCount() ) |
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{ |
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case 2: |
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// no case for 0 or 1, cause those are impossible for monsters in Squads. |
|
bRed = 101; |
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bGreen = 133; |
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bBlue = 221; |
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break; |
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case 3: |
|
bRed = 67; |
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bGreen = 85; |
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bBlue = 255; |
|
break; |
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case 4: |
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bRed = 62; |
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bGreen = 33; |
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bBlue = 211; |
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break; |
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default: |
|
ALERT ( at_aiconsole, "Unsupported Houndeye SquadSize!\n" ); |
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bRed = 188; |
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bGreen = 220; |
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bBlue = 255; |
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break; |
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} |
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} |
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else |
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{ |
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// solo houndeye - weakest beam |
|
bRed = 188; |
|
bGreen = 220; |
|
bBlue = 255; |
|
} |
|
|
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WRITE_BYTE( bRed ); |
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WRITE_BYTE( bGreen ); |
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WRITE_BYTE( bBlue ); |
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} |
|
|
|
//========================================================= |
|
// SonicAttack |
|
//========================================================= |
|
void CHoundeye :: SonicAttack ( void ) |
|
{ |
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float flAdjustedDamage; |
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float flDist; |
|
|
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switch ( RANDOM_LONG( 0, 2 ) ) |
|
{ |
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case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM); break; |
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} |
|
|
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// blast circles |
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_BEAMCYLINDER ); |
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WRITE_COORD( pev->origin.x); |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z + 16); |
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WRITE_COORD( pev->origin.x); |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z + 16 + HOUNDEYE_MAX_ATTACK_RADIUS / .2); // reach damage radius over .3 seconds |
|
WRITE_SHORT( m_iSpriteTexture ); |
|
WRITE_BYTE( 0 ); // startframe |
|
WRITE_BYTE( 0 ); // framerate |
|
WRITE_BYTE( 2 ); // life |
|
WRITE_BYTE( 16 ); // width |
|
WRITE_BYTE( 0 ); // noise |
|
|
|
WriteBeamColor(); |
|
|
|
WRITE_BYTE( 255 ); //brightness |
|
WRITE_BYTE( 0 ); // speed |
|
MESSAGE_END(); |
|
|
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
|
WRITE_BYTE( TE_BEAMCYLINDER ); |
|
WRITE_COORD( pev->origin.x); |
|
WRITE_COORD( pev->origin.y); |
|
WRITE_COORD( pev->origin.z + 16); |
|
WRITE_COORD( pev->origin.x); |
|
WRITE_COORD( pev->origin.y); |
|
WRITE_COORD( pev->origin.z + 16 + ( HOUNDEYE_MAX_ATTACK_RADIUS / 2 ) / .2); // reach damage radius over .3 seconds |
|
WRITE_SHORT( m_iSpriteTexture ); |
|
WRITE_BYTE( 0 ); // startframe |
|
WRITE_BYTE( 0 ); // framerate |
|
WRITE_BYTE( 2 ); // life |
|
WRITE_BYTE( 16 ); // width |
|
WRITE_BYTE( 0 ); // noise |
|
|
|
WriteBeamColor(); |
|
|
|
WRITE_BYTE( 255 ); //brightness |
|
WRITE_BYTE( 0 ); // speed |
|
MESSAGE_END(); |
|
|
|
CBaseEntity *pEntity = NULL; |
|
// iterate on all entities in the vicinity. |
|
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS )) != NULL) |
|
{ |
|
if ( pEntity->pev->takedamage != DAMAGE_NO ) |
|
{ |
|
if ( !FClassnameIs(pEntity->pev, "monster_houndeye") ) |
|
{ |
|
// houndeyes don't hurt other houndeyes with their attack |
|
// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise. |
|
// This means that you must get out of the houndeye's attack range entirely to avoid damage. |
|
// Calculate full damage first |
|
|
|
if ( SquadCount() > 1 ) |
|
{ |
|
// squad gets attack bonus. |
|
flAdjustedDamage = gSkillData.houndeyeDmgBlast + gSkillData.houndeyeDmgBlast * ( HOUNDEYE_SQUAD_BONUS * ( SquadCount() - 1 ) ); |
|
} |
|
else |
|
{ |
|
// solo |
|
flAdjustedDamage = gSkillData.houndeyeDmgBlast; |
|
} |
|
|
|
flDist = (pEntity->Center() - pev->origin).Length(); |
|
|
|
flAdjustedDamage -= ( flDist / HOUNDEYE_MAX_ATTACK_RADIUS ) * flAdjustedDamage; |
|
|
|
if ( !FVisible( pEntity ) ) |
|
{ |
|
if ( pEntity->IsPlayer() ) |
|
{ |
|
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still |
|
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients |
|
// so that monsters in other parts of the level don't take the damage and get pissed. |
|
flAdjustedDamage *= 0.5; |
|
} |
|
else if ( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) ) |
|
{ |
|
// do not hurt nonclients through walls, but allow damage to be done to breakables |
|
flAdjustedDamage = 0; |
|
} |
|
} |
|
|
|
//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage ); |
|
|
|
if (flAdjustedDamage > 0 ) |
|
{ |
|
pEntity->TakeDamage ( pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// start task |
|
//========================================================= |
|
void CHoundeye :: StartTask ( Task_t *pTask ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_HOUND_FALL_ASLEEP: |
|
{ |
|
m_fAsleep = TRUE; // signal that hound is lying down (must stand again before doing anything else!) |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
break; |
|
} |
|
case TASK_HOUND_WAKE_UP: |
|
{ |
|
m_fAsleep = FALSE; // signal that hound is standing again |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
break; |
|
} |
|
case TASK_HOUND_OPEN_EYE: |
|
{ |
|
m_fDontBlink = FALSE; // turn blinking back on and that code will automatically open the eye |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
break; |
|
} |
|
case TASK_HOUND_CLOSE_EYE: |
|
{ |
|
pev->skin = 0; |
|
m_fDontBlink = TRUE; // tell blink code to leave the eye alone. |
|
break; |
|
} |
|
case TASK_HOUND_THREAT_DISPLAY: |
|
{ |
|
m_IdealActivity = ACT_IDLE_ANGRY; |
|
break; |
|
} |
|
case TASK_HOUND_HOP_BACK: |
|
{ |
|
m_IdealActivity = ACT_LEAP; |
|
break; |
|
} |
|
case TASK_RANGE_ATTACK1: |
|
{ |
|
m_IdealActivity = ACT_RANGE_ATTACK1; |
|
|
|
/* |
|
if ( InSquad() ) |
|
{ |
|
// see if there is a battery to connect to. |
|
CSquadMonster *pSquad = m_pSquadLeader; |
|
|
|
while ( pSquad ) |
|
{ |
|
if ( pSquad->m_iMySlot == bits_SLOT_HOUND_BATTERY ) |
|
{ |
|
// draw a beam. |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_BEAMENTS ); |
|
WRITE_SHORT( ENTINDEX( this->edict() ) ); |
|
WRITE_SHORT( ENTINDEX( pSquad->edict() ) ); |
|
WRITE_SHORT( m_iSpriteTexture ); |
|
WRITE_BYTE( 0 ); // framestart |
|
WRITE_BYTE( 0 ); // framerate |
|
WRITE_BYTE( 10 ); // life |
|
WRITE_BYTE( 40 ); // width |
|
WRITE_BYTE( 10 ); // noise |
|
WRITE_BYTE( 0 ); // r, g, b |
|
WRITE_BYTE( 50 ); // r, g, b |
|
WRITE_BYTE( 250); // r, g, b |
|
WRITE_BYTE( 255 ); // brightness |
|
WRITE_BYTE( 30 ); // speed |
|
MESSAGE_END(); |
|
break; |
|
} |
|
|
|
pSquad = pSquad->m_pSquadNext; |
|
} |
|
} |
|
*/ |
|
break; |
|
} |
|
case TASK_SPECIAL_ATTACK1: |
|
{ |
|
m_IdealActivity = ACT_SPECIAL_ATTACK1; |
|
break; |
|
} |
|
case TASK_GUARD: |
|
{ |
|
m_IdealActivity = ACT_GUARD; |
|
break; |
|
} |
|
default: |
|
{ |
|
CSquadMonster :: StartTask(pTask); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CHoundeye :: RunTask ( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_HOUND_THREAT_DISPLAY: |
|
{ |
|
MakeIdealYaw ( m_vecEnemyLKP ); |
|
ChangeYaw ( pev->yaw_speed ); |
|
|
|
if ( m_fSequenceFinished ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_HOUND_CLOSE_EYE: |
|
{ |
|
if ( pev->skin < HOUNDEYE_EYE_FRAMES - 1 ) |
|
{ |
|
pev->skin++; |
|
} |
|
break; |
|
} |
|
case TASK_HOUND_HOP_BACK: |
|
{ |
|
if ( m_fSequenceFinished ) |
|
{ |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
case TASK_SPECIAL_ATTACK1: |
|
{ |
|
pev->skin = RANDOM_LONG(0, HOUNDEYE_EYE_FRAMES - 1); |
|
|
|
MakeIdealYaw ( m_vecEnemyLKP ); |
|
ChangeYaw ( pev->yaw_speed ); |
|
|
|
float life; |
|
life = ((255 - pev->frame) / (pev->framerate * m_flFrameRate)); |
|
if (life < 0.1) life = 0.1; |
|
|
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
|
WRITE_BYTE( TE_IMPLOSION); |
|
WRITE_COORD( pev->origin.x); |
|
WRITE_COORD( pev->origin.y); |
|
WRITE_COORD( pev->origin.z + 16); |
|
WRITE_BYTE( 50 * life + 100); // radius |
|
WRITE_BYTE( pev->frame / 25.0 ); // count |
|
WRITE_BYTE( life * 10 ); // life |
|
MESSAGE_END(); |
|
|
|
if ( m_fSequenceFinished ) |
|
{ |
|
SonicAttack(); |
|
TaskComplete(); |
|
} |
|
break; |
|
} |
|
default: |
|
{ |
|
CSquadMonster :: RunTask(pTask); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// PrescheduleThink |
|
//========================================================= |
|
void CHoundeye::PrescheduleThink ( void ) |
|
{ |
|
// if the hound is mad and is running, make hunt noises. |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT && m_Activity == ACT_RUN && RANDOM_FLOAT( 0, 1 ) < 0.2 ) |
|
{ |
|
WarnSound(); |
|
} |
|
|
|
// at random, initiate a blink if not already blinking or sleeping |
|
if ( !m_fDontBlink ) |
|
{ |
|
if ( ( pev->skin == 0 ) && RANDOM_LONG(0,0x7F) == 0 ) |
|
{ |
|
// start blinking! |
|
pev->skin = HOUNDEYE_EYE_FRAMES - 1; |
|
} |
|
else if ( pev->skin != 0 ) |
|
{ |
|
// already blinking |
|
pev->skin--; |
|
} |
|
} |
|
|
|
// if you are the leader, average the origins of each pack member to get an approximate center. |
|
if ( IsLeader() ) |
|
{ |
|
CSquadMonster *pSquadMember; |
|
int iSquadCount = 0; |
|
|
|
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) |
|
{ |
|
pSquadMember = MySquadMember(i); |
|
|
|
if (pSquadMember) |
|
{ |
|
iSquadCount++; |
|
m_vecPackCenter = m_vecPackCenter + pSquadMember->pev->origin; |
|
} |
|
} |
|
|
|
m_vecPackCenter = m_vecPackCenter / iSquadCount; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Task_t tlHoundGuardPack[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_GUARD, (float)0 }, |
|
}; |
|
|
|
Schedule_t slHoundGuardPack[] = |
|
{ |
|
{ |
|
tlHoundGuardPack, |
|
ARRAYSIZE ( tlHoundGuardPack ), |
|
bits_COND_SEE_HATE | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_PROVOKED | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_COMBAT |// sound flags |
|
bits_SOUND_WORLD | |
|
bits_SOUND_MEAT | |
|
bits_SOUND_PLAYER, |
|
"GuardPack" |
|
}, |
|
}; |
|
|
|
// primary range attack |
|
Task_t tlHoundYell1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_HOUND_AGITATED }, |
|
}; |
|
|
|
Task_t tlHoundYell2[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slHoundRangeAttack[] = |
|
{ |
|
{ |
|
tlHoundYell1, |
|
ARRAYSIZE ( tlHoundYell1 ), |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"HoundRangeAttack1" |
|
}, |
|
{ |
|
tlHoundYell2, |
|
ARRAYSIZE ( tlHoundYell2 ), |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"HoundRangeAttack2" |
|
}, |
|
}; |
|
|
|
// lie down and fall asleep |
|
Task_t tlHoundSleep[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_RANDOM, (float)5 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, |
|
{ TASK_HOUND_FALL_ASLEEP, (float)0 }, |
|
{ TASK_WAIT_RANDOM, (float)25 }, |
|
{ TASK_HOUND_CLOSE_EYE, (float)0 }, |
|
//{ TASK_WAIT, (float)10 }, |
|
//{ TASK_WAIT_RANDOM, (float)10 }, |
|
}; |
|
|
|
Schedule_t slHoundSleep[] = |
|
{ |
|
{ |
|
tlHoundSleep, |
|
ARRAYSIZE ( tlHoundSleep ), |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_NEW_ENEMY, |
|
|
|
bits_SOUND_COMBAT | |
|
bits_SOUND_PLAYER | |
|
bits_SOUND_WORLD, |
|
"Hound Sleep" |
|
}, |
|
}; |
|
|
|
// wake and stand up lazily |
|
Task_t tlHoundWakeLazy[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_HOUND_OPEN_EYE, (float)0 }, |
|
{ TASK_WAIT_RANDOM, (float)2.5 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND }, |
|
{ TASK_HOUND_WAKE_UP, (float)0 }, |
|
}; |
|
|
|
Schedule_t slHoundWakeLazy[] = |
|
{ |
|
{ |
|
tlHoundWakeLazy, |
|
ARRAYSIZE ( tlHoundWakeLazy ), |
|
0, |
|
0, |
|
"WakeLazy" |
|
}, |
|
}; |
|
|
|
// wake and stand up with great urgency! |
|
Task_t tlHoundWakeUrgent[] = |
|
{ |
|
{ TASK_HOUND_OPEN_EYE, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_HOP }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_HOUND_WAKE_UP, (float)0 }, |
|
}; |
|
|
|
Schedule_t slHoundWakeUrgent[] = |
|
{ |
|
{ |
|
tlHoundWakeUrgent, |
|
ARRAYSIZE ( tlHoundWakeUrgent ), |
|
0, |
|
0, |
|
"WakeUrgent" |
|
}, |
|
}; |
|
|
|
Task_t tlHoundSpecialAttack1[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_SPECIAL_ATTACK1, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_IDLE_ANGRY }, |
|
}; |
|
|
|
Schedule_t slHoundSpecialAttack1[] = |
|
{ |
|
{ |
|
tlHoundSpecialAttack1, |
|
ARRAYSIZE ( tlHoundSpecialAttack1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED, |
|
|
|
0, |
|
"Hound Special Attack1" |
|
}, |
|
}; |
|
|
|
Task_t tlHoundAgitated[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_HOUND_THREAT_DISPLAY, 0 }, |
|
}; |
|
|
|
Schedule_t slHoundAgitated[] = |
|
{ |
|
{ |
|
tlHoundAgitated, |
|
ARRAYSIZE ( tlHoundAgitated ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"Hound Agitated" |
|
}, |
|
}; |
|
|
|
Task_t tlHoundHopRetreat[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_HOUND_HOP_BACK, 0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, |
|
}; |
|
|
|
Schedule_t slHoundHopRetreat[] = |
|
{ |
|
{ |
|
tlHoundHopRetreat, |
|
ARRAYSIZE ( tlHoundHopRetreat ), |
|
0, |
|
0, |
|
"Hound Hop Retreat" |
|
}, |
|
}; |
|
|
|
// hound fails in combat with client in the PVS |
|
Task_t tlHoundCombatFailPVS[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_HOUND_THREAT_DISPLAY, 0 }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)1 }, |
|
}; |
|
|
|
Schedule_t slHoundCombatFailPVS[] = |
|
{ |
|
{ |
|
tlHoundCombatFailPVS, |
|
ARRAYSIZE ( tlHoundCombatFailPVS ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"HoundCombatFailPVS" |
|
}, |
|
}; |
|
|
|
// hound fails in combat with no client in the PVS. Don't keep peeping! |
|
Task_t tlHoundCombatFailNoPVS[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_HOUND_THREAT_DISPLAY, 0 }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)2 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_PVS, 0 }, |
|
}; |
|
|
|
Schedule_t slHoundCombatFailNoPVS[] = |
|
{ |
|
{ |
|
tlHoundCombatFailNoPVS, |
|
ARRAYSIZE ( tlHoundCombatFailNoPVS ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"HoundCombatFailNoPVS" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHoundeye ) |
|
{ |
|
slHoundGuardPack, |
|
slHoundRangeAttack, |
|
&slHoundRangeAttack[ 1 ], |
|
slHoundSleep, |
|
slHoundWakeLazy, |
|
slHoundWakeUrgent, |
|
slHoundSpecialAttack1, |
|
slHoundAgitated, |
|
slHoundHopRetreat, |
|
slHoundCombatFailPVS, |
|
slHoundCombatFailNoPVS, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHoundeye, CSquadMonster ) |
|
|
|
//========================================================= |
|
// GetScheduleOfType |
|
//========================================================= |
|
Schedule_t* CHoundeye :: GetScheduleOfType ( int Type ) |
|
{ |
|
if ( m_fAsleep ) |
|
{ |
|
// if the hound is sleeping, must wake and stand! |
|
if ( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pWakeSound; |
|
|
|
pWakeSound = PBestSound(); |
|
ASSERT( pWakeSound != NULL ); |
|
if ( pWakeSound ) |
|
{ |
|
MakeIdealYaw ( pWakeSound->m_vecOrigin ); |
|
|
|
if ( FLSoundVolume ( pWakeSound ) >= HOUNDEYE_SOUND_STARTLE_VOLUME ) |
|
{ |
|
// awakened by a loud sound |
|
return &slHoundWakeUrgent[ 0 ]; |
|
} |
|
} |
|
// sound was not loud enough to scare the bejesus out of houndeye |
|
return &slHoundWakeLazy[ 0 ]; |
|
} |
|
else if ( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
// get up fast, to fight. |
|
return &slHoundWakeUrgent[ 0 ]; |
|
} |
|
|
|
else |
|
{ |
|
// hound is waking up on its own |
|
return &slHoundWakeLazy[ 0 ]; |
|
} |
|
} |
|
switch ( Type ) |
|
{ |
|
case SCHED_IDLE_STAND: |
|
{ |
|
// we may want to sleep instead of stand! |
|
if ( InSquad() && !IsLeader() && !m_fAsleep && RANDOM_LONG(0,29) < 1 ) |
|
{ |
|
return &slHoundSleep[ 0 ]; |
|
} |
|
else |
|
{ |
|
return CSquadMonster :: GetScheduleOfType( Type ); |
|
} |
|
} |
|
case SCHED_RANGE_ATTACK1: |
|
{ |
|
return &slHoundRangeAttack[ 0 ]; |
|
/* |
|
if ( InSquad() ) |
|
{ |
|
return &slHoundRangeAttack[ RANDOM_LONG( 0, 1 ) ]; |
|
} |
|
|
|
return &slHoundRangeAttack[ 1 ]; |
|
*/ |
|
} |
|
case SCHED_SPECIAL_ATTACK1: |
|
{ |
|
return &slHoundSpecialAttack1[ 0 ]; |
|
} |
|
case SCHED_GUARD: |
|
{ |
|
return &slHoundGuardPack[ 0 ]; |
|
} |
|
case SCHED_HOUND_AGITATED: |
|
{ |
|
return &slHoundAgitated[ 0 ]; |
|
} |
|
case SCHED_HOUND_HOP_RETREAT: |
|
{ |
|
return &slHoundHopRetreat[ 0 ]; |
|
} |
|
case SCHED_FAIL: |
|
{ |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
{ |
|
if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
|
{ |
|
// client in PVS |
|
return &slHoundCombatFailPVS[ 0 ]; |
|
} |
|
else |
|
{ |
|
// client has taken off! |
|
return &slHoundCombatFailNoPVS[ 0 ]; |
|
} |
|
} |
|
else |
|
{ |
|
return CSquadMonster :: GetScheduleOfType ( Type ); |
|
} |
|
} |
|
default: |
|
{ |
|
return CSquadMonster :: GetScheduleOfType ( Type ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetSchedule |
|
//========================================================= |
|
Schedule_t *CHoundeye :: GetSchedule( void ) |
|
{ |
|
switch ( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// dead enemy |
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) ) |
|
{ |
|
// call base class, all code to handle dead enemies is centralized there. |
|
return CBaseMonster :: GetSchedule(); |
|
} |
|
|
|
if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
if ( RANDOM_FLOAT( 0 , 1 ) <= 0.4 ) |
|
{ |
|
TraceResult tr; |
|
UTIL_MakeVectors( pev->angles ); |
|
UTIL_TraceHull( pev->origin, pev->origin + gpGlobals->v_forward * -128, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); |
|
|
|
if ( tr.flFraction == 1.0 ) |
|
{ |
|
// it's clear behind, so the hound will jump |
|
return GetScheduleOfType ( SCHED_HOUND_HOP_RETREAT ); |
|
} |
|
} |
|
|
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
if ( OccupySlot ( bits_SLOTS_HOUND_ATTACK ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
return GetScheduleOfType ( SCHED_HOUND_AGITATED ); |
|
} |
|
break; |
|
} |
|
default: |
|
break; |
|
} |
|
|
|
return CSquadMonster :: GetSchedule(); |
|
}
|
|
|