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2585 lines
69 KiB
2585 lines
69 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// SPForce |
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//========================================================= |
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//========================================================= |
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// Hit groups! |
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//========================================================= |
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/* |
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1 - Head |
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2 - Stomach |
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3 - Gun |
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*/ |
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#include "extdll.h" |
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#include "plane.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "animation.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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int g_fSPForceQuestion; // true if an idle SPForce 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 SPFORCE_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define SPFORCE_VOL 0.35 // volume of SPForce sounds |
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#define SPFORCE_ATTN ATTN_NORM // attenutation of SPForce sentences |
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#define SPFORCE_LIMP_HEALTH 20 |
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#define SPFORCE_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a SPForce with a single headshot. |
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#define SPFORCE_NUM_HEADS 2 // how many SPForce heads are there? |
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#define SPFORCE_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 SPFORCE_SENTENCE_VOLUME (float)0.35 // volume of SPForce sentences |
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#define SPFORCE_M41A ( 1 << 0) |
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#define SPFORCE_HANDGRENADE ( 1 << 1) |
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#define SPFORCE_GRENADELAUNCHER ( 1 << 2) |
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#define SPFORCE_SHOTGUN ( 1 << 3) |
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#define SPFORCE_BERETTA ( 1 << 4) |
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#define HEAD_GROUP 1 |
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#define HEAD_SPForce 0 |
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#define HEAD_COMMANDER 1 |
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#define HEAD_SHOTGUN 2 |
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#define HEAD_M203 3 |
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#define GUN_GROUP 3 |
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#define GUN_M41A 0 |
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#define GUN_SHOTGUN 1 |
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#define GUN_BERETTA 2 |
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#define GUN_NONE 3 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define SPFORCE_AE_RELOAD ( 2 ) |
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#define SPFORCE_AE_KICK ( 3 ) |
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#define SPFORCE_AE_BURST1 ( 4 ) |
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#define SPFORCE_AE_BURST2 ( 5 ) |
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#define SPFORCE_AE_BURST3 ( 6 ) |
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#define SPFORCE_AE_GREN_TOSS ( 7 ) |
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#define SPFORCE_AE_GREN_LAUNCH ( 8 ) |
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#define SPFORCE_AE_GREN_DROP ( 9 ) |
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#define SPFORCE_AE_CAUGHT_ENEMY ( 10) // SPForce established sight with an enemy (player only) that had previously eluded the squad. |
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#define SPFORCE_AE_DROP_GUN ( 11) // SPForce (probably dead) is dropping his mp5. |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_SPFORCE_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_SPFORCE_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_SPFORCE_COVER_AND_RELOAD, |
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SCHED_SPFORCE_SWEEP, |
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SCHED_SPFORCE_FOUND_ENEMY, |
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SCHED_SPFORCE_REPEL, |
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SCHED_SPFORCE_REPEL_ATTACK, |
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SCHED_SPFORCE_REPEL_LAND, |
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SCHED_SPFORCE_WAIT_FACE_ENEMY, |
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SCHED_SPFORCE_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_SPFORCE_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_SPFORCE_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_SPFORCE_SPEAK_SENTENCE, |
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TASK_SPFORCE_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_SPFORCE_NOFIRE ( bits_COND_SPECIAL1 ) |
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class CSPForce : public CSquadMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed ( void ); |
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int Classify ( void ); |
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int ISoundMask ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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BOOL FCanCheckAttacks ( void ); |
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BOOL CheckMeleeAttack1 ( float flDot, float flDist ); |
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
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BOOL CheckRangeAttack2 ( float flDot, float flDist ); |
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void CheckAmmo ( void ); |
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void SetActivity ( Activity NewActivity ); |
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void StartTask ( Task_t *pTask ); |
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void RunTask ( Task_t *pTask ); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void IdleSound ( void ); |
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Vector GetGunPosition( void ); |
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void Shoot ( void ); |
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void Shotgun ( void ); |
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void PrescheduleThink ( void ); |
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void GibMonster( void ); |
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void SpeakSentence( void ); |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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CBaseEntity *Kick( void ); |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType ( int Type ); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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int IRelationship ( CBaseEntity *pTarget ); |
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BOOL FOkToSpeak( void ); |
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void JustSpoke( void ); |
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CUSTOM_SCHEDULES; |
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static TYPEDESCRIPTION m_SaveData[]; |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iSentence; |
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static const char *pSPForceSentences[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_spforce, CSPForce ); |
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TYPEDESCRIPTION CSPForce::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CSPForce, m_flNextGrenadeCheck, FIELD_TIME ), |
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DEFINE_FIELD( CSPForce, m_flNextPainTime, FIELD_TIME ), |
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// DEFINE_FIELD( CSPForce, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero |
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DEFINE_FIELD( CSPForce, m_vecTossVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CSPForce, m_fThrowGrenade, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CSPForce, m_fStanding, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CSPForce, m_fFirstEncounter, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CSPForce, m_cClipSize, FIELD_INTEGER ), |
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DEFINE_FIELD( CSPForce, m_voicePitch, FIELD_INTEGER ), |
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// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ), |
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// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ), |
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DEFINE_FIELD( CSPForce, m_iSentence, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CSPForce, CSquadMonster ); |
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const char *CSPForce::pSPForceSentences[] = |
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{ |
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"HG_GREN", // grenade scared SPForce |
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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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SPFORCE_SENT_NONE = -1, |
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SPFORCE_SENT_GREN = 0, |
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SPFORCE_SENT_ALERT, |
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SPFORCE_SENT_MONSTER, |
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SPFORCE_SENT_COVER, |
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SPFORCE_SENT_THROW, |
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SPFORCE_SENT_CHARGE, |
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SPFORCE_SENT_TAUNT, |
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} SPFORCE_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 SPForce 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 SPForce 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 SPForce has |
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// started moving. |
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//========================================================= |
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void CSPForce :: SpeakSentence( void ) |
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{ |
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if ( m_iSentence == SPFORCE_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), pSPForceSentences[ m_iSentence ], SPFORCE_SENTENCE_VOLUME, SPFORCE_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 CSPForce::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 CSPForce :: 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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{// throw a gun if the SPForce has one |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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CBaseEntity *pGun; |
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if (FBitSet( pev->weapons, SPFORCE_SHOTGUN )) |
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{ |
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pGun = DropItem( "weapon_barneyshotgun", vecGunPos, vecGunAngles ); |
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} |
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//Alex994 begin - for beretta spawning |
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else if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
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{ |
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pGun = DropItem( "weapon_beretta", vecGunPos, vecGunAngles ); |
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} |
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//Alex994 end |
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else |
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{ |
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pGun = DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles ); |
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} |
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if ( pGun ) |
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{ |
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); |
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) |
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{ |
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); |
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if ( pGun ) |
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{ |
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); |
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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} |
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} |
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CBaseMonster :: GibMonster(); |
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} |
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//========================================================= |
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// ISoundMask - Overidden for human SPForces 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 CSPForce :: 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 CSPForce :: 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 CSPForce :: 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 = SPFORCE_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 CSPForce :: PrescheduleThink ( void ) |
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{ |
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if ( InSquad() && m_hEnemy != NULL ) |
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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 SPForces |
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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 CSPForce :: 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 CSPForce :: CheckMeleeAttack1 ( float flDot, float flDist ) |
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{ |
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CBaseMonster *pEnemy; |
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if ( m_hEnemy != NULL ) |
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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 SPForce, 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 SPForce 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 CSPForce :: 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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// CheckRangeAttack2 - this checks the SPForce's grenade |
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// attack. |
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//========================================================= |
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BOOL CSPForce :: CheckRangeAttack2 ( float flDot, float flDist ) |
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{ |
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if (! FBitSet(pev->weapons, (SPFORCE_HANDGRENADE | SPFORCE_GRENADELAUNCHER))) |
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{ |
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return FALSE; |
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} |
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// if the SPForce isn't moving, it's ok to check. |
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if ( m_flGroundSpeed != 0 ) |
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{ |
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m_fThrowGrenade = FALSE; |
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return m_fThrowGrenade; |
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} |
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// assume things haven't changed too much since last time |
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if (gpGlobals->time < m_flNextGrenadeCheck ) |
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{ |
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return m_fThrowGrenade; |
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} |
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if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z ) |
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{ |
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//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to |
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// be grenaded. |
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// don't throw grenades at anything that isn't on the ground! |
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m_fThrowGrenade = FALSE; |
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return m_fThrowGrenade; |
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} |
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Vector vecTarget; |
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if (FBitSet( pev->weapons, SPFORCE_HANDGRENADE)) |
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{ |
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// find feet |
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if (RANDOM_LONG(0,1)) |
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{ |
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// magically know where they are |
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vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z ); |
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} |
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else |
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{ |
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// toss it to where you last saw them |
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vecTarget = m_vecEnemyLKP; |
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} |
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// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); |
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// estimate position |
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// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2; |
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} |
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else |
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{ |
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// find target |
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// vecTarget = m_hEnemy->BodyTarget( pev->origin ); |
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vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); |
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// estimate position |
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if (HasConditions( bits_COND_SEE_ENEMY)) |
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vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity; |
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} |
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// are any of my squad members near the intended grenade impact area? |
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if ( InSquad() ) |
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{ |
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if (SquadMemberInRange( vecTarget, 256 )) |
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{ |
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// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while. |
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m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
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m_fThrowGrenade = FALSE; |
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} |
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} |
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if ( ( vecTarget - pev->origin ).Length2D() <= 256 ) |
|
{ |
|
// crap, I don't want to blow myself up |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
m_fThrowGrenade = FALSE; |
|
return m_fThrowGrenade; |
|
} |
|
|
|
|
|
if (FBitSet( pev->weapons, SPFORCE_HANDGRENADE)) |
|
{ |
|
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 ); |
|
|
|
if ( vecToss != g_vecZero ) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second. |
|
} |
|
else |
|
{ |
|
// don't throw |
|
m_fThrowGrenade = FALSE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
} |
|
} |
|
else |
|
{ |
|
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 ); |
|
|
|
if ( vecToss != g_vecZero ) |
|
{ |
|
m_vecTossVelocity = vecToss; |
|
|
|
// throw a hand grenade |
|
m_fThrowGrenade = TRUE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second. |
|
} |
|
else |
|
{ |
|
// don't throw |
|
m_fThrowGrenade = FALSE; |
|
// don't check again for a while. |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. |
|
} |
|
} |
|
|
|
|
|
|
|
return m_fThrowGrenade; |
|
} |
|
|
|
|
|
//========================================================= |
|
// TraceAttack - make sure we're not taking it in the helmet |
|
//========================================================= |
|
void CSPForce :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
|
{ |
|
// check for helmet shot |
|
if (ptr->iHitgroup == 11) |
|
{ |
|
// make sure we're wearing one |
|
if (GetBodygroup( 1 ) == HEAD_SPForce && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))) |
|
{ |
|
// absorb damage |
|
flDamage -= 20; |
|
if (flDamage <= 0) |
|
{ |
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
|
flDamage = 0.01; |
|
} |
|
} |
|
// it's head shot anyways |
|
ptr->iHitgroup = HITGROUP_HEAD; |
|
} |
|
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
|
} |
|
|
|
|
|
//========================================================= |
|
// TakeDamage - overridden for the SPForce because the SPForce |
|
// needs to forget that he is in cover if he's hurt. (Obviously |
|
// not in a safe place anymore). |
|
//========================================================= |
|
int CSPForce :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
Forget( bits_MEMORY_INCOVER ); |
|
|
|
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CSPForce :: SetYawSpeed ( void ) |
|
{ |
|
int ys; |
|
|
|
switch ( m_Activity ) |
|
{ |
|
case ACT_IDLE: |
|
ys = 150; |
|
break; |
|
case ACT_RUN: |
|
ys = 150; |
|
break; |
|
case ACT_WALK: |
|
ys = 180; |
|
break; |
|
case ACT_RANGE_ATTACK1: |
|
ys = 120; |
|
break; |
|
case ACT_RANGE_ATTACK2: |
|
ys = 120; |
|
break; |
|
case ACT_MELEE_ATTACK1: |
|
ys = 120; |
|
break; |
|
case ACT_MELEE_ATTACK2: |
|
ys = 120; |
|
break; |
|
case ACT_TURN_LEFT: |
|
case ACT_TURN_RIGHT: |
|
ys = 180; |
|
break; |
|
case ACT_GLIDE: |
|
case ACT_FLY: |
|
ys = 30; |
|
break; |
|
default: |
|
ys = 90; |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
void CSPForce :: IdleSound( void ) |
|
{ |
|
if (FOkToSpeak() && (g_fSPForceQuestion || RANDOM_LONG(0,1))) |
|
{ |
|
if (!g_fSPForceQuestion) |
|
{ |
|
// ask question or make statement |
|
switch (RANDOM_LONG(0,2)) |
|
{ |
|
case 0: // check in |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
g_fSPForceQuestion = 1; |
|
break; |
|
case 1: // question |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
g_fSPForceQuestion = 2; |
|
break; |
|
case 2: // statement |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
switch (g_fSPForceQuestion) |
|
{ |
|
case 1: // check in |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
break; |
|
case 2: // question |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", SPFORCE_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); |
|
break; |
|
} |
|
g_fSPForceQuestion = 0; |
|
} |
|
JustSpoke(); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// CheckAmmo - overridden for the SPForce because he actually |
|
// uses ammo! (base class doesn't) |
|
//========================================================= |
|
void CSPForce :: CheckAmmo ( void ) |
|
{ |
|
if ( m_cAmmoLoaded <= 0 ) |
|
{ |
|
SetConditions(bits_COND_NO_AMMO_LOADED); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CSPForce :: Classify ( void ) |
|
{ |
|
if(FClassnameIs(pev,"monster_human_spforce")) |
|
return CLASS_HUMAN_MILITARY; |
|
else |
|
return CLASS_ALIEN_MILITARY; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
CBaseEntity *CSPForce :: 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 CSPForce :: GetGunPosition( ) |
|
{ |
|
if (m_fStanding ) |
|
{ |
|
return pev->origin + Vector( 0, 0, 60 ); |
|
} |
|
else |
|
{ |
|
return pev->origin + Vector( 0, 0, 48 ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CSPForce :: Shoot ( void ) |
|
{ |
|
if (m_hEnemy == NULL) |
|
{ |
|
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); |
|
if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
|
{ |
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BERETTA ); // shoot +-5 degrees |
|
} |
|
else |
|
{ |
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_M41A ); // shoot +-5 degrees |
|
} |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
|
|
//========================================================= |
|
// Shoot |
|
//========================================================= |
|
void CSPForce :: Shotgun ( void ) |
|
{ |
|
if (m_hEnemy == NULL) |
|
{ |
|
return; |
|
} |
|
|
|
Vector vecShootOrigin = GetGunPosition(); |
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
|
|
|
UTIL_MakeVectors ( pev->angles ); |
|
|
|
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); |
|
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL); |
|
FireBullets(gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees |
|
|
|
pev->effects |= EF_MUZZLEFLASH; |
|
|
|
m_cAmmoLoaded--;// take away a bullet! |
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
|
SetBlending( 0, angDir.x ); |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CSPForce :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
Vector vecShootDir; |
|
Vector vecShootOrigin; |
|
|
|
switch( pEvent->event ) |
|
{ |
|
case SPFORCE_AE_DROP_GUN: |
|
{ |
|
Vector vecGunPos; |
|
Vector vecGunAngles; |
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles ); |
|
|
|
// switch to body group with no gun. |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
|
|
// now spawn a gun. |
|
if (FBitSet( pev->weapons, SPFORCE_SHOTGUN )) |
|
{ |
|
DropItem( "weapon_barneyshotgun", vecGunPos, vecGunAngles ); |
|
} |
|
//Alex begin |
|
else if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
|
{ |
|
DropItem( "weapon_beretta", vecGunPos, vecGunAngles ); |
|
} |
|
//Alex end |
|
else |
|
{ |
|
DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles ); |
|
} |
|
if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) |
|
{ |
|
DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
|
} |
|
|
|
} |
|
break; |
|
|
|
case SPFORCE_AE_RELOAD: |
|
//EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/spf_reload1.wav", 1, ATTN_NORM ); |
|
// 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, "spforce/spf_reload1.wav", 1, ATTN_NORM ); |
|
} |
|
else |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "spforce/spf_reload2.wav", 1, ATTN_NORM ); |
|
} |
|
|
|
m_cAmmoLoaded = m_cClipSize; |
|
ClearConditions(bits_COND_NO_AMMO_LOADED); |
|
break; |
|
|
|
case SPFORCE_AE_GREN_TOSS: |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); |
|
CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); |
|
|
|
m_fThrowGrenade = FALSE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
|
// !!!LATER - when in a group, only try to throw grenade if ordered. |
|
} |
|
break; |
|
|
|
case SPFORCE_AE_GREN_LAUNCH: |
|
{ |
|
//EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM); |
|
if ( RANDOM_LONG(0,1) ) |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM ); |
|
} |
|
else |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher2.wav", 0.8, ATTN_NORM ); |
|
} |
|
CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity ); |
|
m_fThrowGrenade = FALSE; |
|
if (g_iSkillLevel == SKILL_HARD) |
|
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again |
|
else |
|
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
|
} |
|
break; |
|
|
|
case SPFORCE_AE_GREN_DROP: |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); |
|
} |
|
break; |
|
|
|
case SPFORCE_AE_BURST1: |
|
{ |
|
if ( FBitSet( pev->weapons, SPFORCE_M41A )) |
|
{ |
|
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/m41ahks1.wav", 1, ATTN_NORM ); |
|
} |
|
else |
|
{ |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41ahks2.wav", 1, ATTN_NORM ); |
|
} |
|
} |
|
//Alex begin |
|
else if ( FBitSet( pev->weapons, SPFORCE_BERETTA )) |
|
{ |
|
Shoot(); |
|
// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/beretta_fire1.wav", 1, ATTN_NORM ); |
|
|
|
} |
|
//Alex end |
|
else |
|
{ |
|
Shotgun( ); |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); |
|
} |
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
|
} |
|
break; |
|
|
|
case SPFORCE_AE_BURST2: |
|
case SPFORCE_AE_BURST3: |
|
Shoot(); |
|
break; |
|
|
|
case SPFORCE_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 SPFORCE_AE_CAUGHT_ENEMY: |
|
{ |
|
if ( FOkToSpeak() ) |
|
{ |
|
SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
|
|
} |
|
|
|
default: |
|
CSquadMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CSPForce :: Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SET_MODEL(ENT(pev), "models/spforce.mdl"); |
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
pev->effects = 0; |
|
pev->health = gSkillData.hgruntHealth; |
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
m_flNextGrenadeCheck = gpGlobals->time + 1; |
|
m_flNextPainTime = gpGlobals->time; |
|
m_iSentence = SPFORCE_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 SPForce 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 = SPFORCE_M41A | SPFORCE_HANDGRENADE; |
|
// pev->weapons = SPFORCE_SHOTGUN; |
|
// pev->weapons = SPFORCE_9MMAR | SPFORCE_GRENADELAUNCHER; |
|
} |
|
|
|
if (FBitSet( pev->weapons, SPFORCE_SHOTGUN )) |
|
{ |
|
SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); |
|
m_cClipSize = 8; |
|
} |
|
else |
|
{ |
|
m_cClipSize = SPFORCE_CLIP_SIZE; |
|
} |
|
m_cAmmoLoaded = m_cClipSize; |
|
|
|
if (RANDOM_LONG( 0, 99 ) < 80) |
|
pev->skin = 0; // light skin |
|
else |
|
pev->skin = 1; // dark skin |
|
|
|
if (FBitSet( pev->weapons, SPFORCE_SHOTGUN )) |
|
{ |
|
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN); |
|
} |
|
else if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) |
|
{ |
|
SetBodygroup( HEAD_GROUP, HEAD_M203 ); |
|
pev->skin = 1; // alway dark skin |
|
} |
|
|
|
CTalkMonster::g_talkWaitTime = 0; |
|
|
|
MonsterInit(); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CSPForce :: Precache() |
|
{ |
|
PRECACHE_MODEL("models/spforce.mdl"); |
|
|
|
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( "spforce/spf_reload1.wav" ); |
|
PRECACHE_SOUND( "spforce/spf_reload2.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/m41aglauncher.wav" ); |
|
PRECACHE_SOUND( "weapons/m41aglauncher2.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/m41ahks1.wav" ); |
|
PRECACHE_SOUND( "weapons/m41ahks2.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/sbarrel1.wav" ); |
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
|
|
|
// get voice pitch |
|
if (RANDOM_LONG(0,1)) |
|
m_voicePitch = 109 + RANDOM_LONG(0,7); |
|
else |
|
m_voicePitch = 100; |
|
|
|
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
|
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl"); |
|
} |
|
|
|
//========================================================= |
|
// start task |
|
//========================================================= |
|
void CSPForce :: StartTask ( Task_t *pTask ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_SPFORCE_CHECK_FIRE: |
|
if ( !NoFriendlyFire() ) |
|
{ |
|
SetConditions( bits_COND_SPFORCE_NOFIRE ); |
|
} |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_SPFORCE_SPEAK_SENTENCE: |
|
SpeakSentence(); |
|
TaskComplete(); |
|
break; |
|
|
|
case TASK_WALK_PATH: |
|
case TASK_RUN_PATH: |
|
// SPForce 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_SPFORCE_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 CSPForce :: RunTask ( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_SPFORCE_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 CSPForce :: 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", SPFORCE_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 CSPForce :: 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 |
|
//========================================================= |
|
|
|
//========================================================= |
|
// SPForceFail |
|
//========================================================= |
|
Task_t tlSPForceFail[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT, (float)2 }, |
|
{ TASK_WAIT_PVS, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceFail[] = |
|
{ |
|
{ |
|
tlSPForceFail, |
|
ARRAYSIZE ( tlSPForceFail ), |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2, |
|
0, |
|
"SPForce Fail" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// SPForce Combat Fail |
|
//========================================================= |
|
Task_t tlSPForceCombatFail[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)2 }, |
|
{ TASK_WAIT_PVS, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceCombatFail[] = |
|
{ |
|
{ |
|
tlSPForceCombatFail, |
|
ARRAYSIZE ( tlSPForceCombatFail ), |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2, |
|
0, |
|
"SPForce Combat Fail" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Victory dance! |
|
//========================================================= |
|
Task_t tlSPForceVictoryDance[] = |
|
{ |
|
{ 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 slSPForceVictoryDance[] = |
|
{ |
|
{ |
|
tlSPForceVictoryDance, |
|
ARRAYSIZE ( tlSPForceVictoryDance ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"SPForceVictoryDance" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Establish line of fire - move to a position that allows |
|
// the SPForce to attack. |
|
//========================================================= |
|
Task_t tlSPForceEstablishLineOfFire[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_SPFORCE_ELOF_FAIL }, |
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_SPEAK_SENTENCE,(float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceEstablishLineOfFire[] = |
|
{ |
|
{ |
|
tlSPForceEstablishLineOfFire, |
|
ARRAYSIZE ( tlSPForceEstablishLineOfFire ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_CAN_MELEE_ATTACK2 | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"SPForceEstablishLineOfFire" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// SPForceFoundEnemy - SPForce established sight with an enemy |
|
// that was hiding from the squad. |
|
//========================================================= |
|
Task_t tlSPForceFoundEnemy[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 }, |
|
}; |
|
|
|
Schedule_t slSPForceFoundEnemy[] = |
|
{ |
|
{ |
|
tlSPForceFoundEnemy, |
|
ARRAYSIZE ( tlSPForceFoundEnemy ), |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"SPForceFoundEnemy" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// SPForceCombatFace Schedule |
|
//========================================================= |
|
Task_t tlSPForceCombatFace1[] = |
|
{ |
|
{ 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_SPFORCE_SWEEP }, |
|
}; |
|
|
|
Schedule_t slSPForceCombatFace[] = |
|
{ |
|
{ |
|
tlSPForceCombatFace1, |
|
ARRAYSIZE ( tlSPForceCombatFace1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2, |
|
0, |
|
"Combat Face" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Suppressing fire - don't stop shooting until the clip is |
|
// empty or SPForce gets hurt. |
|
//========================================================= |
|
Task_t tlSPForceSignalSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceSignalSuppress[] = |
|
{ |
|
{ |
|
tlSPForceSignalSuppress, |
|
ARRAYSIZE ( tlSPForceSignalSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SPFORCE_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
|
|
bits_SOUND_DANGER, |
|
"SignalSuppress" |
|
}, |
|
}; |
|
|
|
Task_t tlSPForceSuppress[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceSuppress[] = |
|
{ |
|
{ |
|
tlSPForceSuppress, |
|
ARRAYSIZE ( tlSPForceSuppress ), |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SPFORCE_NOFIRE | |
|
bits_COND_NO_AMMO_LOADED, |
|
|
|
bits_SOUND_DANGER, |
|
"Suppress" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// SPForce wait in cover - we don't allow danger or the ability |
|
// to attack to break a SPForce's run to cover schedule, but |
|
// when a SPForce is in cover, we do want them to attack if they can. |
|
//========================================================= |
|
Task_t tlSPForceWaitInCover[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
{ TASK_WAIT_FACE_ENEMY, (float)1 }, |
|
}; |
|
|
|
Schedule_t slSPForceWaitInCover[] = |
|
{ |
|
{ |
|
tlSPForceWaitInCover, |
|
ARRAYSIZE ( tlSPForceWaitInCover ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2, |
|
|
|
bits_SOUND_DANGER, |
|
"SPForceWaitInCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// run to cover. |
|
// !!!BUGBUG - set a decent fail schedule here. |
|
//========================================================= |
|
Task_t tlSPForceTakeCover1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_SPFORCE_TAKECOVER_FAILED }, |
|
{ TASK_WAIT, (float)0.2 }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_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_SPFORCE_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slSPForceTakeCover[] = |
|
{ |
|
{ |
|
tlSPForceTakeCover1, |
|
ARRAYSIZE ( tlSPForceTakeCover1 ), |
|
0, |
|
0, |
|
"TakeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// drop grenade then run to cover. |
|
//========================================================= |
|
Task_t tlSPForceGrenadeCover1[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 }, |
|
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 }, |
|
{ TASK_CLEAR_MOVE_WAIT, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_SPFORCE_WAIT_FACE_ENEMY }, |
|
}; |
|
|
|
Schedule_t slSPForceGrenadeCover[] = |
|
{ |
|
{ |
|
tlSPForceGrenadeCover1, |
|
ARRAYSIZE ( tlSPForceGrenadeCover1 ), |
|
0, |
|
0, |
|
"GrenadeCover" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// drop grenade then run to cover. |
|
//========================================================= |
|
Task_t tlSPForceTossGrenadeCover1[] = |
|
{ |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_RANGE_ATTACK2, (float)0 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, |
|
}; |
|
|
|
Schedule_t slSPForceTossGrenadeCover[] = |
|
{ |
|
{ |
|
tlSPForceTossGrenadeCover1, |
|
ARRAYSIZE ( tlSPForceTossGrenadeCover1 ), |
|
0, |
|
0, |
|
"TossGrenadeCover" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// hide from the loudest sound source (to run from grenade) |
|
//========================================================= |
|
Task_t tlSPForceTakeCoverFromBestSound[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
}; |
|
|
|
Schedule_t slSPForceTakeCoverFromBestSound[] = |
|
{ |
|
{ |
|
tlSPForceTakeCoverFromBestSound, |
|
ARRAYSIZE ( tlSPForceTakeCoverFromBestSound ), |
|
0, |
|
0, |
|
"SPForceTakeCoverFromBestSound" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// SPForce reload schedule |
|
//========================================================= |
|
Task_t tlSPForceHideReload[] = |
|
{ |
|
{ 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 slSPForceHideReload[] = |
|
{ |
|
{ |
|
tlSPForceHideReload, |
|
ARRAYSIZE ( tlSPForceHideReload ), |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"SPForceHideReload" |
|
} |
|
}; |
|
|
|
//========================================================= |
|
// Do a turning sweep of the area |
|
//========================================================= |
|
Task_t tlSPForceSweep[] = |
|
{ |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
{ TASK_TURN_LEFT, (float)179 }, |
|
{ TASK_WAIT, (float)1 }, |
|
}; |
|
|
|
Schedule_t slSPForceSweep[] = |
|
{ |
|
{ |
|
tlSPForceSweep, |
|
ARRAYSIZE ( tlSPForceSweep ), |
|
|
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_RANGE_ATTACK2 | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_WORLD |// sound flags |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER, |
|
|
|
"SPForce Sweep" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// primary range attack. Overriden because base class stops attacking when the enemy is occluded. |
|
// SPForce's grenade toss requires the enemy be occluded. |
|
//========================================================= |
|
Task_t tlSPForceRangeAttack1A[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceRangeAttack1A[] = |
|
{ |
|
{ |
|
tlSPForceRangeAttack1A, |
|
ARRAYSIZE ( tlSPForceRangeAttack1A ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_HEAR_SOUND | |
|
bits_COND_SPFORCE_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. |
|
// SPForce's grenade toss requires the enemy be occluded. |
|
//========================================================= |
|
Task_t tlSPForceRangeAttack1B[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_SPFORCE_CHECK_FIRE, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSPForceRangeAttack1B[] = |
|
{ |
|
{ |
|
tlSPForceRangeAttack1B, |
|
ARRAYSIZE ( tlSPForceRangeAttack1B ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED | |
|
bits_COND_SPFORCE_NOFIRE | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER, |
|
"Range Attack1B" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded. |
|
// SPForce's grenade toss requires the enemy be occluded. |
|
//========================================================= |
|
Task_t tlSPForceRangeAttack2[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SPFORCE_FACE_TOSS_DIR, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, |
|
{ TASK_SET_SCHEDULE, (float)SCHED_SPFORCE_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. |
|
}; |
|
|
|
Schedule_t slSPForceRangeAttack2[] = |
|
{ |
|
{ |
|
tlSPForceRangeAttack2, |
|
ARRAYSIZE ( tlSPForceRangeAttack2 ), |
|
0, |
|
0, |
|
"RangeAttack2" |
|
}, |
|
}; |
|
|
|
|
|
//========================================================= |
|
// repel |
|
//========================================================= |
|
Task_t tlSPForceRepel[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, |
|
}; |
|
|
|
Schedule_t slSPForceRepel[] = |
|
{ |
|
{ |
|
tlSPForceRepel, |
|
ARRAYSIZE ( tlSPForceRepel ), |
|
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 tlSPForceRepelAttack[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY }, |
|
}; |
|
|
|
Schedule_t slSPForceRepelAttack[] = |
|
{ |
|
{ |
|
tlSPForceRepelAttack, |
|
ARRAYSIZE ( tlSPForceRepelAttack ), |
|
bits_COND_ENEMY_OCCLUDED, |
|
0, |
|
"Repel Attack" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// repel land |
|
//========================================================= |
|
Task_t tlSPForceRepelLand[] = |
|
{ |
|
{ 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 slSPForceRepelLand[] = |
|
{ |
|
{ |
|
tlSPForceRepelLand, |
|
ARRAYSIZE ( tlSPForceRepelLand ), |
|
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( CSPForce ) |
|
{ |
|
slSPForceFail, |
|
slSPForceCombatFail, |
|
slSPForceVictoryDance, |
|
slSPForceEstablishLineOfFire, |
|
slSPForceFoundEnemy, |
|
slSPForceCombatFace, |
|
slSPForceSignalSuppress, |
|
slSPForceSuppress, |
|
slSPForceWaitInCover, |
|
slSPForceTakeCover, |
|
slSPForceGrenadeCover, |
|
slSPForceTossGrenadeCover, |
|
slSPForceTakeCoverFromBestSound, |
|
slSPForceHideReload, |
|
slSPForceSweep, |
|
slSPForceRangeAttack1A, |
|
slSPForceRangeAttack1B, |
|
slSPForceRangeAttack2, |
|
slSPForceRepel, |
|
slSPForceRepelAttack, |
|
slSPForceRepelLand, |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CSPForce, CSquadMonster ); |
|
|
|
//========================================================= |
|
// SetActivity |
|
//========================================================= |
|
void CSPForce :: SetActivity ( Activity NewActivity ) |
|
{ |
|
int iSequence = ACTIVITY_NOT_AVAILABLE; |
|
void *pmodel = GET_MODEL_PTR( ENT(pev) ); |
|
|
|
switch ( NewActivity) |
|
{ |
|
case ACT_RANGE_ATTACK1: |
|
// SPForce is either shooting standing or shooting crouched |
|
if (FBitSet( pev->weapons, SPFORCE_M41A)) |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_mp5" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_mp5" ); |
|
} |
|
} |
|
//Alex begin |
|
else if (FBitSet( pev->weapons, SPFORCE_BERETTA)) |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_beretta" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_beretta" ); |
|
} |
|
} |
|
//Alex end |
|
else |
|
{ |
|
if ( m_fStanding ) |
|
{ |
|
// get aimable sequence |
|
iSequence = LookupSequence( "standing_shotgun" ); |
|
} |
|
else |
|
{ |
|
// get crouching shoot |
|
iSequence = LookupSequence( "crouching_shotgun" ); |
|
} |
|
} |
|
break; |
|
case ACT_RANGE_ATTACK2: |
|
// SPForce is going to a secondary long range attack. This may be a thrown |
|
// grenade or fired grenade, we must determine which and pick proper sequence |
|
if ( pev->weapons & SPFORCE_HANDGRENADE ) |
|
{ |
|
// get toss anim |
|
iSequence = LookupSequence( "throwgrenade" ); |
|
} |
|
else |
|
{ |
|
// get launch anim |
|
iSequence = LookupSequence( "launchgrenade" ); |
|
} |
|
break; |
|
case ACT_RUN: |
|
if ( pev->health <= SPFORCE_LIMP_HEALTH ) |
|
{ |
|
// limp! |
|
iSequence = LookupActivity ( ACT_RUN_HURT ); |
|
} |
|
else |
|
{ |
|
iSequence = LookupActivity ( NewActivity ); |
|
} |
|
break; |
|
case ACT_WALK: |
|
if ( pev->health <= SPFORCE_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 *CSPForce :: GetSchedule( void ) |
|
{ |
|
|
|
// clear old sentence |
|
m_iSentence = SPFORCE_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_SPFORCE_REPEL_LAND ); |
|
} |
|
else |
|
{ |
|
// repel down a rope, |
|
if ( m_MonsterState == MONSTERSTATE_COMBAT ) |
|
return GetScheduleOfType ( SCHED_SPFORCE_REPEL_ATTACK ); |
|
else |
|
return GetScheduleOfType ( SCHED_SPFORCE_REPEL ); |
|
} |
|
} |
|
|
|
// SPForces 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 SPForce's signal that a grenade has landed nearby, |
|
// and the SPForce 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", SPFORCE_SENTENCE_VOLUME, SPFORCE_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 SPForces 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 != NULL) && m_hEnemy->IsPlayer()) |
|
// player |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
else if ((m_hEnemy != NULL) && |
|
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) && |
|
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) && |
|
(m_hEnemy->Classify() != CLASS_MACHINE)) |
|
// monster |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
|
|
JustSpoke(); |
|
} |
|
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_SPFORCE_SUPPRESS ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType ( SCHED_SPFORCE_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_SPFORCE_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 != NULL ) |
|
{ |
|
// only try to take cover if we actually have an enemy! |
|
|
|
//!!!KELLY - this SPForce was hit and is going to run to cover. |
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1)) |
|
{ |
|
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
m_iSentence = SPFORCE_SENT_COVER; |
|
//JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
} |
|
// can kick |
|
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); |
|
} |
|
// can grenade launch |
|
|
|
else if ( FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
// shoot a grenade if you can |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
// can shoot |
|
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
// if the enemy has eluded the squad and a squad member has just located the enemy |
|
// and the enemy does not see the squad member, issue a call to the squad to waste a |
|
// little time and give the player a chance to turn. |
|
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) ) |
|
{ |
|
MySquadLeader()->m_fEnemyEluded = FALSE; |
|
return GetScheduleOfType ( SCHED_SPFORCE_FOUND_ENEMY ); |
|
} |
|
} |
|
|
|
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
// try to take an available ENGAGE slot |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); |
|
} |
|
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
// throw a grenade if can and no engage slots are available |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else |
|
{ |
|
// hide! |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
} |
|
// can't see enemy |
|
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) |
|
{ |
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
//!!!KELLY - this SPForce is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc |
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_THROW", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); |
|
} |
|
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) |
|
{ |
|
//!!!KELLY - SPForce 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", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
m_iSentence = SPFORCE_SENT_CHARGE; |
|
//JustSpoke(); |
|
} |
|
|
|
return GetScheduleOfType( SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
else |
|
{ |
|
//!!!KELLY - SPForce is going to stay put for a couple seconds to see if |
|
// the enemy wanders back out into the open, or approaches the |
|
// SPForce's covered position. Good place for a taunt, I guess? |
|
if (FOkToSpeak() && RANDOM_LONG(0,1)) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return GetScheduleOfType( SCHED_STANDOFF ); |
|
} |
|
} |
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE ); |
|
} |
|
} |
|
} |
|
|
|
// no special cases here, call the base class |
|
return CSquadMonster :: GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t* CSPForce :: GetScheduleOfType ( int Type ) |
|
{ |
|
switch ( Type ) |
|
{ |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) |
|
{ |
|
if (FOkToSpeak()) |
|
{ |
|
SENTENCEG_PlayRndSz( ENT(pev), "HG_THROW", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
|
JustSpoke(); |
|
} |
|
return slSPForceTossGrenadeCover; |
|
} |
|
else |
|
{ |
|
return &slSPForceTakeCover[ 0 ]; |
|
} |
|
} |
|
else |
|
{ |
|
if ( RANDOM_LONG(0,1) ) |
|
{ |
|
return &slSPForceTakeCover[ 0 ]; |
|
} |
|
else |
|
{ |
|
return &slSPForceGrenadeCover[ 0 ]; |
|
} |
|
} |
|
} |
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
|
{ |
|
return &slSPForceTakeCoverFromBestSound[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_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_SPFORCE_ELOF_FAIL: |
|
{ |
|
// human SPForce is unable to move to a position that allows him to attack the enemy. |
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); |
|
} |
|
break; |
|
case SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE: |
|
{ |
|
return &slSPForceEstablishLineOfFire[ 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 &slSPForceRangeAttack1B[ 0 ]; |
|
else |
|
return &slSPForceRangeAttack1A[ 0 ]; |
|
} |
|
case SCHED_RANGE_ATTACK2: |
|
{ |
|
return &slSPForceRangeAttack2[ 0 ]; |
|
} |
|
case SCHED_COMBAT_FACE: |
|
{ |
|
return &slSPForceCombatFace[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_WAIT_FACE_ENEMY: |
|
{ |
|
return &slSPForceWaitInCover[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_SWEEP: |
|
{ |
|
return &slSPForceSweep[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_COVER_AND_RELOAD: |
|
{ |
|
return &slSPForceHideReload[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_FOUND_ENEMY: |
|
{ |
|
return &slSPForceFoundEnemy[ 0 ]; |
|
} |
|
case SCHED_VICTORY_DANCE: |
|
{ |
|
if ( InSquad() ) |
|
{ |
|
if ( !IsLeader() ) |
|
{ |
|
return &slSPForceFail[ 0 ]; |
|
} |
|
} |
|
|
|
return &slSPForceVictoryDance[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_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 &slSPForceSignalSuppress[ 0 ]; |
|
} |
|
else |
|
{ |
|
return &slSPForceSuppress[ 0 ]; |
|
} |
|
} |
|
case SCHED_FAIL: |
|
{ |
|
if ( m_hEnemy != NULL ) |
|
{ |
|
// SPForce has an enemy, so pick a different default fail schedule most likely to help recover. |
|
return &slSPForceCombatFail[ 0 ]; |
|
} |
|
|
|
return &slSPForceFail[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_REPEL: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slSPForceRepel[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_REPEL_ATTACK: |
|
{ |
|
if (pev->velocity.z > -128) |
|
pev->velocity.z -= 32; |
|
return &slSPForceRepelAttack[ 0 ]; |
|
} |
|
case SCHED_SPFORCE_REPEL_LAND: |
|
{ |
|
return &slSPForceRepelLand[ 0 ]; |
|
} |
|
default: |
|
{ |
|
return CSquadMonster :: GetScheduleOfType ( Type ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
// CSPForceRepel - when triggered, spawns a monster_human_spforce |
|
// repelling down a line. |
|
//========================================================= |
|
|
|
class CSPForceRepel : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
int m_iSpriteTexture; // Don't save, precache |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_spforce_repel, CSPForceRepel ); |
|
|
|
void CSPForceRepel::Spawn( void ) |
|
{ |
|
Precache( ); |
|
pev->solid = SOLID_NOT; |
|
|
|
SetUse( &CSPForceRepel::RepelUse ); |
|
} |
|
|
|
void CSPForceRepel::Precache( void ) |
|
{ |
|
UTIL_PrecacheOther( "monster_human_spforce" ); |
|
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); |
|
} |
|
|
|
void CSPForceRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
TraceResult tr; |
|
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); |
|
/* |
|
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) |
|
return NULL; |
|
*/ |
|
|
|
CBaseEntity *pEntity = Create( "monster_human_spforce", pev->origin, pev->angles ); |
|
CBaseMonster *pSPForce = pEntity->MyMonsterPointer( ); |
|
pSPForce->pev->movetype = MOVETYPE_FLY; |
|
pSPForce->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); |
|
pSPForce->SetActivity( ACT_GLIDE ); |
|
// UNDONE: position? |
|
pSPForce->m_vecLastPosition = tr.vecEndPos; |
|
|
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); |
|
pBeam->PointEntInit( pev->origin + Vector(0,0,112), pSPForce->entindex() ); |
|
pBeam->SetFlags( BEAM_FSOLID ); |
|
pBeam->SetColor( 255, 255, 255 ); |
|
pBeam->SetThink( &CBeam::SUB_Remove ); |
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pSPForce->pev->velocity.z + 0.5; |
|
|
|
UTIL_Remove( this ); |
|
} |
|
|
|
|
|
|
|
//========================================================= |
|
// DEAD SPFORCE PROP |
|
//========================================================= |
|
class CDeadSPForce : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify ( void ) { return CLASS_HUMAN_MILITARY; } |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
|
static char *m_szPoses[3]; |
|
}; |
|
|
|
char *CDeadSPForce::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; |
|
|
|
void CDeadSPForce::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "pose")) |
|
{ |
|
m_iPose = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( monster_spforce_dead, CDeadSPForce ); |
|
|
|
//========================================================= |
|
// ********** DeadSPForce SPAWN ********** |
|
//========================================================= |
|
void CDeadSPForce :: Spawn( void ) |
|
{ |
|
PRECACHE_MODEL("models/spforce.mdl"); |
|
SET_MODEL(ENT(pev), "models/spforce.mdl"); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; |
|
pev->sequence = 0; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
|
|
if (pev->sequence == -1) |
|
{ |
|
ALERT ( at_console, "Dead SPForce with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
// map old bodies onto new bodies |
|
switch( pev->body ) |
|
{ |
|
case 0: // SPForce with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_SPForce ); |
|
SetBodygroup( GUN_GROUP, GUN_M41A ); |
|
break; |
|
case 1: // Commander with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_M41A ); |
|
break; |
|
case 2: // SPForce no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_SPForce ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
case 3: // Commander no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|