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2444 lines
63 KiB
2444 lines
63 KiB
//========================================================= |
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// Opposing Forces Monster Gonome |
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// |
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// Made by Demiurge |
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// |
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//FGD monster_human_torch |
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//========================================================= |
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//========================================================= |
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// Human Torch ally |
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//========================================================= |
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#include "extdll.h" |
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#include "plane.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "animation.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "decals.h" |
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#include "defaultai.h" |
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#include "scripted.h" |
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#include "squadmonster.h" |
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#include "talkmonster.h" |
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#include "basemonster.h" |
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int g_fTorchQuestion; // true if an idle grunt asked a question. Cleared when someone answers. |
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extern DLL_GLOBAL int g_iSkillLevel; |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define TORCH_CLIP_SIZE 17 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define TORCH_VOL 0.35 // volume of grunt sounds |
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#define TORCH_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define HTORCH_LIMP_HEALTH 20 |
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#define HTORCH_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a TORCH with a single headshot. |
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#define HTORCH_NUM_HEADS 1 // how many grunt heads are there? |
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#define HTORCH_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define HTORCH_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define HTORCH_EAGLE ( 1 << 0) |
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#define HTORCH_NOGUN ( 1 << 3) |
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#define HEAD_TORCH 0 |
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#define GUN_EAGLE 0 |
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#define GUN_TORCH 1 |
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#define GUN_NONE 2 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define HTORCH_AE_RELOAD ( 2 ) |
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#define HTORCH_AE_KICK ( 3 ) |
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#define HTORCH_AE_BURST1 ( 4 ) |
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#define HTORCH_AE_BURST2 ( 5 ) |
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#define HTORCH_AE_BURST3 ( 6 ) |
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#define HTORCH_AE_GREN_TOSS ( 7 ) |
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#define HTORCH_AE_GREN_LAUNCH ( 8 ) |
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#define HTORCH_AE_GREN_DROP ( 9 ) |
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#define HTORCH_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define HTORCH_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5. |
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#define HTORCH_AE_SHOWGUN ( 17) |
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#define HTORCH_AE_SHOWTORCH ( 18) |
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#define HTORCH_AE_HIDETORCH ( 19) |
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#define HTORCH_AE_ONGAS ( 20) |
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#define HTORCH_AE_OFFGAS ( 21) |
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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_TORCH_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_TORCH_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_TORCH_COVER_AND_RELOAD, |
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SCHED_TORCH_SWEEP, |
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SCHED_TORCH_FOUND_ENEMY, |
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SCHED_TORCH_REPEL, |
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SCHED_TORCH_REPEL_ATTACK, |
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SCHED_TORCH_REPEL_LAND, |
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SCHED_TORCH_WAIT_FACE_ENEMY, |
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SCHED_TORCH_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_TORCH_ELOF_FAIL, |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_TORCH_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_TORCH_SPEAK_SENTENCE, |
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TASK_TORCH_CHECK_FIRE, |
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}; |
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//========================================================= |
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// monster-specific conditions |
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//========================================================= |
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#define bits_COND_TORCH_NOFIRE ( bits_COND_SPECIAL1 ) |
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class CHTorch : public CSquadMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed ( void ); |
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int Classify ( void ); |
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int ISoundMask ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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BOOL FCanCheckAttacks ( void ); |
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BOOL CheckMeleeAttack1 ( float flDot, float flDist ); |
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
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void CheckAmmo ( void ); |
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void SetActivity ( Activity NewActivity ); |
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void StartTask ( Task_t *pTask ); |
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void RunTask ( Task_t *pTask ); |
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virtual int ObjectCaps( void ) { return CSquadMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } |
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void DeathSound( void ); |
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void PainSound( void ); |
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void IdleSound ( void ); |
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Vector GetGunPosition( void ); |
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void Shoot ( void ); |
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void MakeGas( void ); |
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void UpdateGas( void ); |
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void KillGas( void ); |
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inline BOOL BeamIsOn( void ) { return m_pBeam != NULL; } |
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void DeclineFollowing( void ); |
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void PrescheduleThink ( void ); |
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void GibMonster( void ); |
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void SpeakSentence( void ); |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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CBaseEntity *Kick( void ); |
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Schedule_t *GetScheduleOfType ( int Type ); |
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Schedule_t *GetSchedule ( void ); |
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MONSTERSTATE GetIdealState ( void ); |
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// void TalkInit( void ); |
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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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void FollowingUse( void ); |
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void IsFollowing( void ); |
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int IRelationship ( CBaseEntity *pTarget ); |
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BOOL FOkToSpeak( void ); |
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void JustSpoke( void ); |
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CUSTOM_SCHEDULES; |
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static TYPEDESCRIPTION m_SaveData[]; |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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Vector m_vecDir; |
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Vector m_vecEnd; |
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CBeam *m_pBeam; |
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float m_gasTime; |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iSentence; |
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float m_flPlayerDamage;// how much pain has the player inflicted on me? |
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static const char *pTorchSentences[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_torch, CHTorch ); |
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TYPEDESCRIPTION CHTorch::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CHTorch, m_pBeam, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CHTorch, m_gasTime, FIELD_TIME ), |
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DEFINE_FIELD( CHTorch, m_flNextGrenadeCheck, FIELD_TIME ), |
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DEFINE_FIELD( CHTorch, m_flNextPainTime, FIELD_TIME ), |
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// DEFINE_FIELD( CHTorch, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero |
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DEFINE_FIELD( CHTorch, m_vecTossVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CHTorch, m_fThrowGrenade, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHTorch, m_fStanding, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHTorch, m_fFirstEncounter, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CHTorch, m_cClipSize, FIELD_INTEGER ), |
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DEFINE_FIELD( CHTorch, m_voicePitch, FIELD_INTEGER ), |
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DEFINE_FIELD( CHTorch, m_iSentence, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CHTorch, CSquadMonster ); |
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const char *CHTorch::pTorchSentences[] = |
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{ |
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"HG_GREN", // grenade scared grunt |
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// "HG_ALERT", // sees player |
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"HG_MONSTER", // sees monster |
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"HG_COVER", // running to cover |
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"HG_THROW", // about to throw grenade |
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"HG_CHARGE", // running out to get the enemy |
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"HG_TAUNT", // say rude things |
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}; |
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enum |
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{ |
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HTORCH_SENT_NONE = -1, |
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HTORCH_SENT_GREN = 0, |
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HTORCH_SENT_ALERT, |
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HTORCH_SENT_MONSTER, |
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HTORCH_SENT_COVER, |
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HTORCH_SENT_THROW, |
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HTORCH_SENT_CHARGE, |
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HTORCH_SENT_TAUNT, |
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} HTORCH_SENTENCE_TYPES; |
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//========================================================= |
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// Speak Sentence - say your cued up sentence. |
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// |
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// Some grunt sentences (take cover and charge) rely on actually |
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// being able to execute the intended action. It's really lame |
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// when a grunt says 'COVER ME' and then doesn't move. The problem |
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// is that the sentences were played when the decision to TRY |
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// to move to cover was made. Now the sentence is played after |
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// we know for sure that there is a valid path. The schedule |
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// may still fail but in most cases, well after the grunt has |
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// started moving. |
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//========================================================= |
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void CHTorch :: SpeakSentence( void ) |
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{ |
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if ( m_iSentence == HTORCH_SENT_NONE ) |
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{ |
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// no sentence cued up. |
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return; |
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} |
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if (FOkToSpeak()) |
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{ |
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SENTENCEG_PlayRndSz( ENT(pev), pTorchSentences[ m_iSentence ], HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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} |
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//========================================================= |
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// IRelationship - overridden because Alien Grunts are |
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// Human Grunt's nemesis. |
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//========================================================= |
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int CHTorch::IRelationship ( CBaseEntity *pTarget ) |
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{ |
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if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) |
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{ |
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return R_NM; |
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} |
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return CSquadMonster::IRelationship( pTarget ); |
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} |
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//========================================================= |
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// GibMonster - make gun fly through the air. |
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//========================================================= |
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void CHTorch :: GibMonster ( void ) |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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// if ( GetBodygroup( 2 ) != 2 ) |
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pev->skin = 0; |
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{// throw a gun if the grunt has one |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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CBaseEntity *pGun = NULL; |
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if (FBitSet( pev->weapons, HTORCH_EAGLE )) |
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{ |
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pGun = DropItem( "weapon_eagle", vecGunPos, vecGunAngles ); |
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} |
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if ( pGun ) |
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{ |
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); |
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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} |
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SetUse( NULL ); |
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CBaseMonster :: GibMonster(); |
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} |
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//========================================================= |
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// ISoundMask - Overidden for human grunts because they |
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// hear the DANGER sound that is made by hand grenades and |
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// other dangerous items. |
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//========================================================= |
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int CHTorch :: ISoundMask ( void ) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_PLAYER | |
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bits_SOUND_DANGER; |
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} |
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//========================================================= |
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// someone else is talking - don't speak |
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//========================================================= |
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BOOL CHTorch :: FOkToSpeak( void ) |
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{ |
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// if someone else is talking, don't speak |
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) |
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return FALSE; |
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if ( pev->spawnflags & SF_MONSTER_GAG ) |
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{ |
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if ( m_MonsterState != MONSTERSTATE_COMBAT ) |
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{ |
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// no talking outside of combat if gagged. |
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return FALSE; |
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} |
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} |
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// if player is not in pvs, don't speak |
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// if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) |
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// return FALSE; |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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void CHTorch :: 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 = HTORCH_SENT_NONE; |
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} |
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//========================================================= |
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// PrescheduleThink - this function runs after conditions |
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// are collected and before scheduling code is run. |
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//========================================================= |
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void CHTorch :: PrescheduleThink ( void ) |
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{ |
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if (m_pBeam) |
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{ |
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UpdateGas(); |
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} |
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if ( InSquad() && m_hEnemy != 0 ) |
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{ |
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if ( HasConditions ( bits_COND_SEE_ENEMY ) ) |
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{ |
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// update the squad's last enemy sighting time. |
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MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time; |
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} |
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else |
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{ |
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if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 ) |
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{ |
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// been a while since we've seen the enemy |
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MySquadLeader()->m_fEnemyEluded = TRUE; |
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} |
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} |
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} |
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} |
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//========================================================= |
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// FCanCheckAttacks - this is overridden for human grunts |
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// because they can throw/shoot grenades when they can't see their |
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// target and the base class doesn't check attacks if the monster |
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// cannot see its enemy. |
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// |
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// !!!BUGBUG - this gets called before a 3-round burst is fired |
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// which means that a friendly can still be hit with up to 2 rounds. |
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// ALSO, grenades will not be tossed if there is a friendly in front, |
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// this is a bad bug. Friendly machine gun fire avoidance |
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// will unecessarily prevent the throwing of a grenade as well. |
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//========================================================= |
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BOOL CHTorch :: FCanCheckAttacks ( void ) |
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{ |
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if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) |
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{ |
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return TRUE; |
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} |
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else |
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{ |
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return FALSE; |
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} |
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} |
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//========================================================= |
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// CheckMeleeAttack1 |
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//========================================================= |
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BOOL CHTorch :: CheckMeleeAttack1 ( float flDot, float flDist ) |
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{ |
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CBaseMonster *pEnemy; |
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if ( m_hEnemy != 0 ) |
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{ |
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pEnemy = m_hEnemy->MyMonsterPointer(); |
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if ( !pEnemy ) |
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{ |
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return FALSE; |
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} |
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} |
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if ( flDist <= 64 && flDot >= 0.7 && |
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pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && |
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pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckRangeAttack1 - overridden for HTorch, cause |
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// FCanCheckAttacks() doesn't disqualify all attacks based |
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// on whether or not the enemy is occluded because unlike |
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// the base class, the HTorch can attack when the enemy is |
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// occluded (throw grenade over wall, etc). We must |
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// disqualify the machine gun attack if the enemy is occluded. |
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//========================================================= |
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BOOL CHTorch :: CheckRangeAttack1 ( float flDot, float flDist ) |
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{ |
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if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) |
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{ |
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TraceResult tr; |
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if ( !m_hEnemy->IsPlayer() && flDist <= 64 ) |
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{ |
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// kick nonclients, but don't shoot at them. |
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return FALSE; |
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} |
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Vector vecSrc = GetGunPosition(); |
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// verify that a bullet fired from the gun will hit the enemy before the world. |
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UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr); |
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if ( tr.flFraction == 1.0 ) |
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{ |
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return TRUE; |
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} |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// TraceAttack - make sure we're not taking it in the helmet |
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//========================================================= |
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void CHTorch :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
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{ |
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// check for helmet shot |
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if (ptr->iHitgroup == 11) |
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{ |
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// make sure we're wearing one |
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if (GetBodygroup( 1 ) == HEAD_TORCH && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))) |
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{ |
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// absorb damage |
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flDamage -= 20; |
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if (flDamage <= 0) |
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{ |
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UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
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flDamage = 0.01; |
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} |
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} |
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// it's head shot anyways |
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ptr->iHitgroup = HITGROUP_HEAD; |
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} |
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CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
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} |
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static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) |
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{ |
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Vector vecDir = (reference - pevTest->origin); |
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vecDir.z = 0; |
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vecDir = vecDir.Normalize(); |
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Vector forward, angle; |
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angle = pevTest->v_angle; |
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angle.x = 0; |
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); |
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// He's facing me, he meant it |
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if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so |
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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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// TakeDamage - overridden for the torch because the torch |
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// needs to forget that he is in cover if he's hurt. (Obviously |
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// not in a safe place anymore). |
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//========================================================= |
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int CHTorch :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// make sure friends team about it if player hurts talkmonsters... |
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int ret = CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
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if ( !IsAlive() || pev->deadflag == DEAD_DYING ) |
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return ret; |
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|
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if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) ) |
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{ |
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m_flPlayerDamage += flDamage; |
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|
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// This is a heurstic to determine if the player intended to harm me |
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// If I have an enemy, we can't establish intent (may just be crossfire) |
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if ( m_hEnemy == 0 ) |
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{ |
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// If the player was facing directly at me, or I'm already suspicious, get mad |
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if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing( pevAttacker, pev->origin ) ) |
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{ |
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// Alright, now I'm pissed! |
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// PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM ); |
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|
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Remember( bits_MEMORY_PROVOKED ); |
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StopFollowing( TRUE ); |
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} |
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else |
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{ |
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// Hey, be careful with that |
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// PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); |
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Remember( bits_MEMORY_SUSPICIOUS ); |
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} |
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} |
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/* else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) |
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{ |
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PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); |
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}*/ |
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} |
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// return ret; |
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Forget( bits_MEMORY_INCOVER ); |
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|
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return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CHTorch :: 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_MELEE_ATTACK1: |
|
ys = 120; |
|
break; |
|
case ACT_TURN_LEFT: |
|
case ACT_TURN_RIGHT: |
|
ys = 180; |
|
break; |
|
case ACT_GLIDE: |
|
case ACT_FLY: |
|
ys = 30; |
|
break; |
|
default: |
|
ys = 90; |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
void CHTorch :: IdleSound( void ) |
|
{ |
|
if (FOkToSpeak() && (g_fTorchQuestion || RANDOM_LONG(0,1))) |
|
{ |
|
if (!g_fTorchQuestion) |
|
{ |
|
// ask question or make statement |
|
switch (RANDOM_LONG(0,2)) |
|
{ |
|
case 0: // check in |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
g_fTorchQuestion = 1; |
|
break; |
|
case 1: // question |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
g_fTorchQuestion = 2; |
|
break; |
|
case 2: // statement |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
switch (g_fTorchQuestion) |
|
{ |
|
case 1: // check in |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
break; |
|
case 2: // question |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
break; |
|
} |
|
g_fTorchQuestion = 0; |
|
} |
|
JustSpoke(); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CheckAmmo - overridden for the grunt because he actually |
|
// uses ammo! (base class doesn't) |
|
//========================================================= |
|
void CHTorch :: CheckAmmo ( void ) |
|
{ |
|
if ( m_cAmmoLoaded <= 0 ) |
|
{ |
|
SetConditions(bits_COND_NO_AMMO_LOADED); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CHTorch :: Classify ( void ) |
|
{ |
|
return CLASS_PLAYER_ALLY; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
CBaseEntity *CHTorch :: 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 ); |
|
return pEntity; |
|
} |
|
|
|
return NULL; |
|
|
|
} |
|
|
|
//========================================================= |
|
// GetGunPosition return the end of the barrel |
|
//========================================================= |
|
|
|
Vector CHTorch :: GetGunPosition( ) //ZZS ????? ???????-??????????????? ??????? ??????? |
|
{ |
|
if (m_fStanding ) |
|
{ |
|
return pev->origin + Vector( 0, 0, 55 ); |
|
} |
|
else |
|
{ |
|
return pev->origin + Vector( 0, 0, 43 ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CHTorch :: 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_10DEGREES, 2048, BULLET_PLAYER_357 ); // shoot +-5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
|
|
//========================================================= |
|
// AUTOGENE |
|
//========================================================= |
|
void CHTorch::UpdateGas( void ) |
|
{ |
|
TraceResult tr; |
|
Vector posGun, angleGun; |
|
Vector vecEndPos; |
|
|
|
if ( m_pBeam ) |
|
{ |
|
// ALERT ( at_console, "Updated gas\n"); |
|
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( 40 ); // count |
|
WRITE_SHORT( 25 ); |
|
WRITE_SHORT( 50 ); // Random velocity modifier |
|
MESSAGE_END(); |
|
} |
|
//ZZS: ??????????? ????? ? ???????? ???????... |
|
//Aperance: ammazzaamaz |
|
|
|
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(); |
|
|
|
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
} |
|
|
|
void CHTorch::MakeGas( void ) |
|
{ |
|
Vector posGun, angleGun; |
|
TraceResult tr; |
|
Vector vecEndPos; |
|
// ALERT ( at_console, "Maked gas\n"); |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 7 ); |
|
|
|
if ( m_pBeam ) |
|
{ |
|
GetAttachment( 4, posGun, angleGun ); |
|
GetAttachment( 3, posGun, angleGun ); |
|
|
|
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun; |
|
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr ); |
|
|
|
// UTIL_Sparks( tr.vecEndPos ); |
|
// UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4)); |
|
|
|
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; |
|
|
|
} |
|
return; |
|
} |
|
|
|
void CHTorch :: KillGas( void ) |
|
{ |
|
|
|
if ( m_pBeam ) |
|
{ |
|
UTIL_Remove( m_pBeam ); |
|
m_pBeam = NULL; |
|
} |
|
return; |
|
} |
|
|
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CHTorch :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
Vector vecShootDir; |
|
Vector vecShootOrigin; |
|
|
|
switch( pEvent->event ) |
|
{ |
|
case HTORCH_AE_SHOWTORCH: |
|
pev->body = GUN_NONE; |
|
pev->body = GUN_TORCH; |
|
break; |
|
|
|
case HTORCH_AE_SHOWGUN: |
|
pev->body = GUN_NONE; |
|
pev->body = GUN_EAGLE; |
|
break; |
|
|
|
case HTORCH_AE_HIDETORCH: |
|
pev->body = GUN_NONE; |
|
break; |
|
|
|
case HTORCH_AE_ONGAS: |
|
MakeGas (); |
|
UpdateGas (); |
|
break; |
|
|
|
case HTORCH_AE_OFFGAS: |
|
KillGas (); |
|
break; |
|
|
|
case HTORCH_AE_DROP_GUN: |
|
{ |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
// switch to body group with no gun. |
|
SetBodygroup( GUN_NONE,GUN_NONE ); |
|
|
|
// now spawn a gun. |
|
if (FBitSet( pev->weapons, HTORCH_EAGLE )) |
|
{ |
|
DropItem( "weapon_eagle", vecGunPos, vecGunAngles ); |
|
} |
|
else |
|
{ |
|
} |
|
} |
|
break; |
|
|
|
case HTORCH_AE_RELOAD: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); |
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions(bits_COND_NO_AMMO_LOADED); |
|
break; |
|
|
|
case HTORCH_AE_BURST1: |
|
{ |
|
if ( FBitSet( pev->weapons, HTORCH_EAGLE )) |
|
{ |
|
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, "weapons/bullet_hit1.wav", 1, ATTN_NORM ); |
|
} |
|
else |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/bullet_hit2.wav", 1, ATTN_NORM ); |
|
} |
|
} |
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
|
} |
|
break; |
|
|
|
case HTORCH_AE_BURST2: |
|
case HTORCH_AE_BURST3: |
|
Shoot(); |
|
break; |
|
|
|
case HTORCH_AE_KICK: |
|
{ |
|
CBaseEntity *pHurt = Kick(); |
|
|
|
if ( pHurt ) |
|
{ |
|
// SOUND HERE! |
|
UTIL_MakeVectors( pev->angles ); |
|
pHurt->pev->punchangle.x = 15; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; |
|
pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); |
|
} |
|
} |
|
break; |
|
|
|
case HTORCH_AE_CAUGHT_ENEMY: |
|
{ |
|
if ( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
|
|
} |
|
break; |
|
default: |
|
CSquadMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CHTorch :: Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SET_MODEL(ENT(pev), "models/hgrunt_torch.mdl"); |
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
pev->effects = 1; |
|
pev->health = gSkillData.hgruntHealth; |
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_IDLE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; |
|
m_flNextPainTime = gpGlobals->time; |
|
m_iSentence = HTORCH_SENT_NONE; |
|
|
|
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
|
|
|
m_fEnemyEluded = FALSE; |
|
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. |
|
|
|
m_HackedGunPos = Vector ( 0, 0, 55 ); |
|
|
|
if (pev->weapons == 0) |
|
{ |
|
// initialize to original values |
|
pev->weapons = HTORCH_EAGLE; |
|
} |
|
|
|
SetBodygroup( GUN_EAGLE, GUN_EAGLE ); |
|
m_cClipSize = TORCH_CLIP_SIZE; |
|
m_cAmmoLoaded = m_cClipSize; |
|
|
|
CTalkMonster::g_talkWaitTime = 0; |
|
|
|
MonsterInit(); |
|
// SetUse( &CHTorch :: FollowingUse ); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CHTorch :: Precache() |
|
{ |
|
PRECACHE_MODEL("models/hgrunt_torch.mdl"); |
|
|
|
PRECACHE_SOUND( "weapons/bullet_hit1.wav" ); |
|
PRECACHE_SOUND( "weapons/bullet_hit2.wav" ); |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); |
|
|
|
PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); |
|
PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); |
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
|
// TalkInit (); |
|
// get voice pitch |
|
if (RANDOM_LONG(0,1)) |
|
m_voicePitch = 109 + RANDOM_LONG(0,7); |
|
else |
|
m_voicePitch = 100; |
|
|
|
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
|
|
|
} |
|
|
|
/*void CHTorch :: TalkInit() |
|
{ |
|
|
|
CSquadMonster::TalkInit(); |
|
}*/ |
|
|
|
//========================================================= |
|
// start task |
|
//========================================================= |
|
void CHTorch :: StartTask ( Task_t *pTask ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_TORCH_CHECK_FIRE: |
|
if ( !NoFriendlyFire() ) |
|
{ |
|
SetConditions( bits_COND_TORCH_NOFIRE ); |
|
} |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_TORCH_SPEAK_SENTENCE: |
|
SpeakSentence(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_WALK_PATH: |
|
case TASK_RUN_PATH: |
|
// grunt no longer assumes he is covered if he moves |
|
Forget( bits_MEMORY_INCOVER ); |
|
CSquadMonster ::StartTask( pTask ); |
|
break; |
|
|
|
case TASK_RELOAD: |
|
m_IdealActivity = ACT_RELOAD; |
|
break; |
|
|
|
case TASK_TORCH_FACE_TOSS_DIR: |
|
break; |
|
|
|
case TASK_FACE_IDEAL: |
|
case TASK_FACE_ENEMY: |
|
CSquadMonster :: StartTask( pTask ); |
|
if (pev->movetype == MOVETYPE_FLY) |
|
{ |
|
m_IdealActivity = ACT_GLIDE; |
|
} |
|
break; |
|
|
|
default: |
|
CSquadMonster :: StartTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CHTorch :: RunTask ( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_TORCH_FACE_TOSS_DIR: |
|
{ |
|
// project a point along the toss vector and turn to face that point. |
|
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 ); |
|
ChangeYaw( pev->yaw_speed ); |
|
|
|
if ( FacingIdeal() ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
CSquadMonster :: RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CHTorch :: PainSound ( void ) |
|
{ |
|
if ( gpGlobals->time > m_flNextPainTime ) |
|
{ |
|
#if 0 |
|
if ( RANDOM_LONG(0,99) < 5 ) |
|
{ |
|
// pain sentences are rare |
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM); |
|
JustSpoke(); |
|
return; |
|
} |
|
} |
|
#endif |
|
switch ( RANDOM_LONG(0,6) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); |
|
break; |
|
case 3: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 4: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
|
|
m_flNextPainTime = gpGlobals->time + 1; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CHTorch :: DeathSound ( void ) |
|
{ |
|
switch ( RANDOM_LONG(0,2) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
Task_t tlTorchFollow[] = |
|
{ |
|
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
|
}; |
|
|
|
Schedule_t slTorchFollow[] = |
|
{ |
|
{ |
|
tlTorchFollow, |
|
ARRAYSIZE ( tlTorchFollow ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_PROVOKED, |
|
bits_SOUND_DANGER, |
|
"Follow" |
|
}, |
|
}; |
|
|
|
Task_t tlTorchFaceTarget[] = |
|
{ |
|
{ 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 slTorchFaceTarget[] = |
|
{ |
|
{ |
|
tlTorchFaceTarget, |
|
ARRAYSIZE ( tlTorchFaceTarget ), |
|
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 tlIdleTorchStand[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. |
|
// { TASK_TALK_HEADRESET, (float)0 }, // reset head position |
|
}; |
|
|
|
Schedule_t slIdleTorchStand[] = |
|
{ |
|
{ |
|
tlIdleTorchStand, |
|
ARRAYSIZE ( tlIdleTorchStand ), |
|
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" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// TorchFail |
|
//========================================================= |
|
Task_t tlTorchFail[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT, (float)2 }, |
|
{ TASK_WAIT_PVS, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchFail[] = |
|
{ |
|
{ |
|
tlTorchFail, |
|
ARRAYSIZE ( tlTorchFail ), |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1, |
|
0, |
|
"Torch Fail" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Torch Combat Fail |
|
//========================================================= |
|
Task_t tlTorchCombatFail[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)2 }, |
|
{ TASK_WAIT_PVS, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchCombatFail[] = |
|
{ |
|
{ |
|
tlTorchCombatFail, |
|
ARRAYSIZE ( tlTorchCombatFail ), |
|
bits_COND_CAN_RANGE_ATTACK1, |
|
0, |
|
"Torch Combat Fail" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Victory dance! |
|
//========================================================= |
|
Task_t tlTorchVictoryDance[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_WAIT, (float)1.5 }, |
|
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
}; |
|
|
|
Schedule_t slTorchVictoryDance[] = |
|
{ |
|
{ |
|
tlTorchVictoryDance, |
|
ARRAYSIZE ( tlTorchVictoryDance ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"GruntVictoryDance" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Establish line of fire - move to a position that allows |
|
// the grunt to attack. |
|
//========================================================= |
|
Task_t tlTorchEstablishLineOfFire[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TORCH_ELOF_FAIL }, |
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
|
{ TASK_TORCH_SPEAK_SENTENCE,(float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchEstablishLineOfFire[] = |
|
{ |
|
{ |
|
tlTorchEstablishLineOfFire, |
|
ARRAYSIZE ( tlTorchEstablishLineOfFire ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"TorchEstablishLineOfFire" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// TorchFoundEnemy - grunt established sight with an enemy |
|
// that was hiding from the squad. |
|
//========================================================= |
|
Task_t tlTorchFoundEnemy[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 }, |
|
}; |
|
|
|
Schedule_t slTorchFoundEnemy[] = |
|
{ |
|
{ |
|
tlTorchFoundEnemy, |
|
ARRAYSIZE ( tlTorchFoundEnemy ), |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"TorchFoundEnemy" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// TorchCombatFace Schedule |
|
//========================================================= |
|
Task_t tlTorchCombatFace1[] = |
|
{ |
|
{ 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_TORCH_SWEEP }, |
|
}; |
|
|
|
Schedule_t slTorchCombatFace[] = |
|
{ |
|
{ |
|
tlTorchCombatFace1, |
|
ARRAYSIZE ( tlTorchCombatFace1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_CAN_RANGE_ATTACK1, |
|
0, |
|
"Combat Face" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Suppressing fire - don't stop shooting until the clip is |
|
// empty or grunt gets hurt. |
|
//========================================================= |
|
Task_t tlTorchSignalSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchSignalSuppress[] = |
|
{ |
|
{ |
|
tlTorchSignalSuppress, |
|
ARRAYSIZE ( tlTorchSignalSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_TORCH_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
|
|
bits_SOUND_DANGER, |
|
"SignalSuppress" |
|
}, |
|
}; |
|
|
|
Task_t tlTorchSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchSuppress[] = |
|
{ |
|
{ |
|
tlTorchSuppress, |
|
ARRAYSIZE ( tlTorchSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_TORCH_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
|
|
bits_SOUND_DANGER, |
|
"Suppress" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// grunt wait in cover - we don't allow danger or the ability |
|
// to attack to break a grunt's run to cover schedule, but |
|
// when a grunt is in cover, we do want them to attack if they can. |
|
//========================================================= |
|
Task_t tlTorchWaitInCover[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)1 }, |
|
}; |
|
|
|
Schedule_t slTorchWaitInCover[] = |
|
{ |
|
{ |
|
tlTorchWaitInCover, |
|
ARRAYSIZE ( tlTorchWaitInCover ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1, |
|
|
|
bits_SOUND_DANGER, |
|
"TorchWaitInCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// run to cover. |
|
// !!!BUGBUG - set a decent fail schedule here. |
|
//========================================================= |
|
Task_t tlTorchTakeCover1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TORCH_TAKECOVER_FAILED }, |
|
{ TASK_WAIT, (float)0.2 }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_TORCH_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_TORCH_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slTorchTakeCover[] = |
|
{ |
|
{ |
|
tlTorchTakeCover1, |
|
ARRAYSIZE ( tlTorchTakeCover1 ), |
|
0, |
|
0, |
|
"TakeCover" |
|
}, |
|
}; |
|
|
|
|
|
|
|
//========================================================= |
|
// Torch reload schedule |
|
//========================================================= |
|
Task_t tlTorchHideReload[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD }, |
|
}; |
|
|
|
Schedule_t slTorchHideReload[] = |
|
{ |
|
{ |
|
tlTorchHideReload, |
|
ARRAYSIZE ( tlTorchHideReload ), |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"TorchHideReload" |
|
} |
|
}; |
|
|
|
//========================================================= |
|
// Do a turning sweep of the area |
|
//========================================================= |
|
Task_t tlTorchSweep[] = |
|
{ |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
}; |
|
|
|
Schedule_t slTorchSweep[] = |
|
{ |
|
{ |
|
tlTorchSweep, |
|
ARRAYSIZE ( tlTorchSweep ), |
|
|
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_WORLD |// sound flags |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER, |
|
|
|
"Torch 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 tlTorchRangeAttack1A[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchRangeAttack1A[] = |
|
{ |
|
{ |
|
tlTorchRangeAttack1A, |
|
ARRAYSIZE ( tlTorchRangeAttack1A ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_TORCH_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 tlTorchRangeAttack1B[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_TORCH_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slTorchRangeAttack1B[] = |
|
{ |
|
{ |
|
tlTorchRangeAttack1B, |
|
ARRAYSIZE ( tlTorchRangeAttack1B ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED | |
|
bits_COND_TORCH_NOFIRE | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"Range Attack1B" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlTorchRepel[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, |
|
}; |
|
|
|
Schedule_t slTorchRepel[] = |
|
{ |
|
{ |
|
tlTorchRepel, |
|
ARRAYSIZE ( tlTorchRepel ), |
|
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 tlTorchRepelAttack[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY }, |
|
}; |
|
|
|
Schedule_t slTorchRepelAttack[] = |
|
{ |
|
{ |
|
tlTorchRepelAttack, |
|
ARRAYSIZE ( tlTorchRepelAttack ), |
|
bits_COND_ENEMY_OCCLUDED, |
|
0, |
|
"Repel Attack" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel land |
|
//========================================================= |
|
Task_t tlTorchRepelLand[] = |
|
{ |
|
{ 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 slTorchRepelLand[] = |
|
{ |
|
{ |
|
tlTorchRepelLand, |
|
ARRAYSIZE ( tlTorchRepelLand ), |
|
bits_COND_SEE_ENEMY | |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_PLAYER, |
|
"Repel Land" |
|
}, |
|
}; |
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHTorch ) |
|
{ |
|
slTorchFail, |
|
slTorchCombatFail, |
|
slTorchVictoryDance, |
|
slTorchEstablishLineOfFire, |
|
slTorchFoundEnemy, |
|
slTorchCombatFace, |
|
slTorchSignalSuppress, |
|
slTorchSuppress, |
|
slTorchWaitInCover, |
|
slTorchTakeCover, |
|
slTorchHideReload, |
|
slTorchSweep, |
|
slTorchRangeAttack1A, |
|
slTorchRangeAttack1B, |
|
slTorchRepel, |
|
slTorchRepelAttack, |
|
slTorchRepelLand, |
|
slTorchFollow, |
|
slTorchFaceTarget, |
|
slIdleTorchStand, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHTorch, CSquadMonster ); |
|
|
|
//========================================================= |
|
// SetActivity |
|
//========================================================= |
|
void CHTorch :: 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, HTORCH_EAGLE)) |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_mp5" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_mp5" ); |
|
} |
|
} |
|
break; |
|
|
|
case ACT_RUN: |
|
if ( pev->health <= HTORCH_LIMP_HEALTH ) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity ( ACT_RUN_HURT ); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity ( NewActivity ); |
|
} |
|
break; |
|
case ACT_WALK: |
|
if ( pev->health <= HTORCH_LIMP_HEALTH ) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity ( ACT_WALK_HURT ); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity ( NewActivity ); |
|
} |
|
break; |
|
case ACT_IDLE: |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
{ |
|
NewActivity = ACT_IDLE_ANGRY; |
|
} |
|
iSequence = LookupActivity ( NewActivity ); |
|
break; |
|
default: |
|
iSequence = LookupActivity ( NewActivity ); |
|
break; |
|
} |
|
|
|
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present |
|
|
|
// Set to the desired anim, or default anim if the desired is not present |
|
if ( iSequence > ACTIVITY_NOT_AVAILABLE ) |
|
{ |
|
if ( pev->sequence != iSequence || !m_fSequenceLoops ) |
|
{ |
|
pev->frame = 0; |
|
} |
|
|
|
pev->sequence = iSequence; // Set to the reset anim (if it's there) |
|
ResetSequenceInfo( ); |
|
SetYawSpeed(); |
|
} |
|
else |
|
{ |
|
// Not available try to get default anim |
|
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity ); |
|
pev->sequence = 0; // Set to the reset anim (if it's there) |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Get Schedule! |
|
//========================================================= |
|
Schedule_t *CHTorch :: GetSchedule( void ) |
|
{ |
|
|
|
// clear old sentence |
|
m_iSentence = HTORCH_SENT_NONE; |
|
|
|
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. |
|
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) |
|
{ |
|
if (pev->flags & FL_ONGROUND) |
|
{ |
|
// just landed |
|
pev->movetype = MOVETYPE_STEP; |
|
return GetScheduleOfType ( SCHED_TORCH_REPEL_LAND ); |
|
} |
|
else |
|
{ |
|
// repel down a rope, |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return GetScheduleOfType ( SCHED_TORCH_REPEL_ATTACK ); |
|
else |
|
return GetScheduleOfType ( SCHED_TORCH_REPEL ); |
|
} |
|
} |
|
// grunts place HIGH priority on running away from danger sounds. |
|
if ( HasConditions(bits_COND_HEAR_SOUND) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if ( pSound) |
|
{ |
|
if (pSound->m_iType & bits_SOUND_DANGER) |
|
{ |
|
// dangerous sound nearby! |
|
|
|
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, |
|
// and the grunt should find cover from the blast |
|
// good place for "SHIT!" or some other colorful verbal indicator of dismay. |
|
// It's not safe to play a verbal order here "Scatter", etc cause |
|
// this may only affect a single individual in a squad. |
|
|
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_GREN", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
/* |
|
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) )) |
|
{ |
|
MakeIdealYaw( pSound->m_vecOrigin ); |
|
} |
|
*/ |
|
} |
|
} |
|
|
|
switch ( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// dead enemy |
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) ) |
|
{ |
|
// call base class, all code to handle dead enemies is centralized there. |
|
return CBaseMonster :: GetSchedule(); |
|
} |
|
|
|
// new enemy |
|
if ( HasConditions(bits_COND_NEW_ENEMY) ) |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
|
|
if ( !IsLeader() ) |
|
{ |
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a |
|
// monster and has made it the squad's enemy. You |
|
// can check pev->flags for FL_CLIENT to determine whether this is the player |
|
// or a monster. He's going to immediately start |
|
// firing, though. If you'd like, we can make an alternate "first sight" |
|
// schedule where the leader plays a handsign anim |
|
// that gives us enough time to hear a short sentence or spoken command |
|
// before he starts pluggin away. |
|
if (FOkToSpeak())// && RANDOM_LONG(0,1)) |
|
{ |
|
if ((m_hEnemy != 0) && m_hEnemy->IsPlayer()) |
|
// player |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch); |
|
else if ((m_hEnemy != 0) && |
|
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) && |
|
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) && |
|
(m_hEnemy->Classify() != CLASS_MACHINE)) |
|
// monster |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch); |
|
|
|
JustSpoke(); |
|
} |
|
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_TORCH_SUPPRESS ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType ( SCHED_TORCH_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_TORCH_COVER_AND_RELOAD ); |
|
} |
|
|
|
// damaged just a little |
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
{ |
|
// if hurt: |
|
// 90% chance of taking cover |
|
// 10% chance of flinch. |
|
int iPercent = RANDOM_LONG(0,99); |
|
|
|
if ( iPercent <= 90 && m_hEnemy != 0 ) |
|
{ |
|
// only try to take cover if we actually have an enemy! |
|
|
|
//!!!KELLY - this grunt was hit and is going to run to cover. |
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1)) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); |
|
m_iSentence = HTORCH_SENT_COVER; |
|
//JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
} |
|
// can kick |
|
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); |
|
} |
|
|
|
// can 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_TORCH_FOUND_ENEMY ); |
|
} |
|
} |
|
|
|
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
// try to take an available ENGAGE slot |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
else |
|
{ |
|
// hide! |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
} |
|
// can't see enemy |
|
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) |
|
{ |
|
if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
//!!!KELLY - grunt cannot see the enemy and has just decided to |
|
// charge the enemy's position. |
|
if (FOkToSpeak())// && RANDOM_LONG(0,1)) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); |
|
m_iSentence = HTORCH_SENT_CHARGE; |
|
//JustSpoke(); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_TORCH_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - grunt is going to stay put for a couple seconds to see if |
|
// the enemy wanders back out into the open, or approaches the |
|
// grunt's covered position. Good place for a taunt, I guess? |
|
if (FOkToSpeak() && RANDOM_LONG(0,1)) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_STANDOFF ); |
|
} |
|
} |
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_TORCH_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
break; |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) |
|
{ |
|
// flinch if hurt |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
|
|
// 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 ); |
|
} |
|
|
|
|
|
// TrySmellTalk(); |
|
// break; |
|
|
|
} |
|
default: |
|
break; |
|
} |
|
|
|
// no special cases here, call the base class |
|
return CSquadMonster :: GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CHTorch :: GetIdealState ( void ) |
|
{ |
|
return CSquadMonster::GetIdealState(); |
|
} |
|
|
|
void CHTorch::DeclineFollowing( void ) |
|
{ |
|
// PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); |
|
} |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t* CHTorch :: GetScheduleOfType ( int Type ) |
|
{ |
|
Schedule_t *psched; |
|
switch ( Type ) |
|
{ |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
{ |
|
|
|
{ |
|
if ( RANDOM_LONG(0,1) ) |
|
{ |
|
return &slTorchTakeCover[ 0 ]; |
|
} |
|
|
|
} |
|
} |
|
|
|
case SCHED_TORCH_TAKECOVER_FAILED: |
|
{ |
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
return GetScheduleOfType ( SCHED_FAIL ); |
|
} |
|
break; |
|
case SCHED_TORCH_ELOF_FAIL: |
|
{ |
|
// human grunt is unable to move to a position that allows him to attack the enemy. |
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
break; |
|
case SCHED_TORCH_ESTABLISH_LINE_OF_FIRE: |
|
{ |
|
return &slTorchEstablishLineOfFire[ 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 &slTorchRangeAttack1B[ 0 ]; |
|
else |
|
return &slTorchRangeAttack1A[ 0 ]; |
|
} |
|
|
|
case SCHED_COMBAT_FACE: |
|
{ |
|
return &slTorchCombatFace[ 0 ]; |
|
} |
|
case SCHED_TORCH_WAIT_FACE_ENEMY: |
|
{ |
|
return &slTorchWaitInCover[ 0 ]; |
|
} |
|
case SCHED_TORCH_SWEEP: |
|
{ |
|
return &slTorchSweep[ 0 ]; |
|
} |
|
case SCHED_TORCH_COVER_AND_RELOAD: |
|
{ |
|
return &slTorchHideReload[ 0 ]; |
|
} |
|
case SCHED_TORCH_FOUND_ENEMY: |
|
{ |
|
return &slTorchFoundEnemy[ 0 ]; |
|
} |
|
case SCHED_VICTORY_DANCE: |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
if ( !IsLeader() ) |
|
{ |
|
return &slTorchFail[ 0 ]; |
|
} |
|
} |
|
|
|
return &slTorchVictoryDance[ 0 ]; |
|
} |
|
case SCHED_TORCH_SUPPRESS: |
|
{ |
|
if ( m_hEnemy->IsPlayer() && m_fFirstEncounter ) |
|
{ |
|
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy |
|
return &slTorchSignalSuppress[ 0 ]; |
|
} |
|
else |
|
{ |
|
return &slTorchSuppress[ 0 ]; |
|
} |
|
} |
|
case SCHED_FAIL: |
|
{ |
|
if ( m_hEnemy != 0 ) |
|
{ |
|
// grunt has an enemy, so pick a different default fail schedule most likely to help recover. |
|
return &slTorchCombatFail[ 0 ]; |
|
} |
|
|
|
return &slTorchFail[ 0 ]; |
|
} |
|
case SCHED_TORCH_REPEL: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slTorchRepel[ 0 ]; |
|
} |
|
case SCHED_TORCH_REPEL_ATTACK: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slTorchRepelAttack[ 0 ]; |
|
} |
|
case SCHED_TORCH_REPEL_LAND: |
|
{ |
|
return &slTorchRepelLand[ 0 ]; |
|
} |
|
case SCHED_TARGET_FACE: |
|
{ |
|
// call base class default so that barney will talk |
|
// when 'used' |
|
psched = CSquadMonster::GetScheduleOfType(Type); |
|
if (psched == slIdleStand) |
|
return slTorchFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
|
|
} |
|
case SCHED_TARGET_CHASE: |
|
{ |
|
return slTorchFollow; |
|
} |
|
case SCHED_IDLE_STAND: |
|
{ |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CSquadMonster::GetScheduleOfType(Type); |
|
|
|
if (psched == slIdleStand) |
|
{ |
|
// just look straight ahead. |
|
return slIdleTorchStand; |
|
} |
|
else |
|
return psched; |
|
} |
|
default: |
|
{ |
|
return CSquadMonster :: GetScheduleOfType ( Type ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CHTorchRepel - when triggered, spawns a monster_human_grunt |
|
// repelling down a line. |
|
//========================================================= |
|
|
|
class CHTorchRepel : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
int m_iSpriteTexture; // Don't save, precache |
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}; |
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|
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LINK_ENTITY_TO_CLASS( monster_torch_repel, CHTorchRepel ); |
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|
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void CHTorchRepel::Spawn( void ) |
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{ |
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Precache( ); |
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pev->solid = SOLID_NOT; |
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|
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SetUse( &CHTorchRepel::RepelUse ); |
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} |
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|
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void CHTorchRepel::Precache( void ) |
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{ |
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UTIL_PrecacheOther( "monster_human_torch" ); |
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); |
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} |
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|
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void CHTorchRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); |
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/* |
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if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) |
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return NULL; |
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*/ |
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|
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CBaseEntity *pEntity = Create( "monster_human_torch", pev->origin, pev->angles ); |
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CBaseMonster *pTorch = pEntity->MyMonsterPointer( ); |
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pTorch->pev->movetype = MOVETYPE_FLY; |
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pTorch->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); |
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pTorch->SetActivity( ACT_GLIDE ); |
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// UNDONE: position? |
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pTorch->m_vecLastPosition = tr.vecEndPos; |
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|
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CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); |
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pBeam->PointEntInit( pev->origin + Vector(0,0,112), pTorch->entindex() ); |
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pBeam->SetFlags( BEAM_FSOLID ); |
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pBeam->SetColor( 255, 255, 255 ); |
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pBeam->SetThink( &CBaseEntity::SUB_Remove ); |
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pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTorch->pev->velocity.z + 0.5; |
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|
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UTIL_Remove( this ); |
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} |
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|
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//========================================================= |
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// DEAD HGRUNT PROP |
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//========================================================= |
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class CDeadHTorch : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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int Classify ( void ) { return CLASS_PLAYER_ALLY; } |
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|
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void KeyValue( KeyValueData *pkvd ); |
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|
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int m_iPose;// which sequence to display -- temporary, don't need to save |
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static const char *m_szPoses[3]; |
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}; |
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|
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const char *CDeadHTorch::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; |
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|
|
void CDeadHTorch::KeyValue( KeyValueData *pkvd ) |
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{ |
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if (FStrEq(pkvd->szKeyName, "pose")) |
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{ |
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m_iPose = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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|
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LINK_ENTITY_TO_CLASS( monster_htorch_dead, CDeadHTorch ); |
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|
|
//========================================================= |
|
// ********** DeadHTorch SPAWN ********** |
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//========================================================= |
|
void CDeadHTorch :: Spawn( void ) |
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{ |
|
PRECACHE_MODEL("models/hgrunt_torch.mdl"); |
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SET_MODEL(ENT(pev), "models/hgrunt_torch.mdl"); |
|
|
|
pev->effects = 0; |
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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 htorch with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
// map old bodies onto new bodies |
|
switch( pev->body ) |
|
{ |
|
case 0: // Grunt with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_TORCH, HEAD_TORCH ); |
|
SetBodygroup( GUN_NONE, GUN_EAGLE ); |
|
break; |
|
case 1: // Grunt no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_TORCH, HEAD_TORCH ); |
|
SetBodygroup( GUN_NONE, GUN_NONE ); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|