Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Based on implementation by Raven City Team, modified by FreeSlave
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "animation.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
#include "customentity.h"
#include "decals.h"
#include "hgrunt.h"
//=========================================================
//
//=========================================================
#define FGRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define FGRUNT_LIMP_HEALTH 20
#define FGRUNT_SENTENCE_VOLUME 0.35
#define FGRUNT_9MMAR ( 1 << 0)
#define FGRUNT_HANDGRENADE ( 1 << 1)
#define FGRUNT_GRENADELAUNCHER ( 1 << 2)
#define FGRUNT_SHOTGUN ( 1 << 3)
#define FGRUNT_M249 ( 1 << 4)
// Torso group for weapons
#define FG_TORSO_GROUP 2
#define FG_TORSO_DEFAULT 0
#define FG_TORSO_M249 1
#define FG_TORSO_FLAT 2
#define FG_TORSO_SHOTGUN 3
// Weapon group
#define FG_GUN_GROUP 3
#define FG_GUN_MP5 0
#define FG_GUN_SHOTGUN 1
#define FG_GUN_SAW 2
#define FG_GUN_NONE 3
#define CALL_MEDIC_DELAY 6 // Wait before calling for medic again.
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_HGRUNT_ALLY_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1,
TASK_HGRUNT_ALLY_SPEAK_SENTENCE,
TASK_HGRUNT_ALLY_CHECK_FIRE,
TASK_HGRUNT_ALLY_FIND_MEDIC,
LAST_HGRUNT_ALLY_TASK
};
//=========================================================
// monster heads
//=========================================================
// Head group
#define FG_HEAD_GROUP 1
enum
{
FG_HEAD_MASK,
FG_HEAD_BERET,
FG_HEAD_SHOTGUN,
FG_HEAD_SAW,
FG_HEAD_SAW_BLACK,
FG_HEAD_MP,
FG_HEAD_MAJOR,
FG_HEAD_BERET_BLACK,
FG_HEAD_COUNT
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HGRUNT_ALLY_AE_RELOAD ( 2 )
#define HGRUNT_ALLY_AE_KICK ( 3 )
#define HGRUNT_ALLY_AE_BURST1 ( 4 )
#define HGRUNT_ALLY_AE_BURST2 ( 5 )
#define HGRUNT_ALLY_AE_BURST3 ( 6 )
#define HGRUNT_ALLY_AE_GREN_TOSS ( 7 )
#define HGRUNT_ALLY_AE_GREN_LAUNCH ( 8 )
#define HGRUNT_ALLY_AE_GREN_DROP ( 9 )
#define HGRUNT_ALLY_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define HGRUNT_ALLY_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_HGRUNT_ALLY_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1,
SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_HGRUNT_ALLY_COVER_AND_RELOAD,
SCHED_HGRUNT_ALLY_SWEEP,
SCHED_HGRUNT_ALLY_FOUND_ENEMY,
SCHED_HGRUNT_ALLY_REPEL,
SCHED_HGRUNT_ALLY_REPEL_ATTACK,
SCHED_HGRUNT_ALLY_REPEL_LAND,
SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY,
SCHED_HGRUNT_ALLY_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_HGRUNT_ALLY_ELOF_FAIL,
SCHED_HGRUNT_ALLY_FIND_MEDIC,
LAST_HGRUNT_ALLY_SCHEDULE,
};
enum
{
SCHED_MEDIC_HEAL = LAST_HGRUNT_ALLY_SCHEDULE,
};
class CHFGrunt : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void CheckAmmo ( void );
void SetActivity ( Activity NewActivity );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
void KeyValue( KeyValueData *pkvd );
BOOL FCanCheckAttacks ( void );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
void DeclineFollowing(void);
int MaxFollowers() { return 5; }
const char* FriendByNumber( int arrayNumber ) { return m_szFriends[FriendNumber(arrayNumber)]; }
int NumberOfFriends() { return ARRAYSIZE(m_szFriends); }
bool WantsToCallMedic();
bool TryCallForMedic(CBaseEntity* pOther);
void PrescheduleThink ( void );
Vector GetGunPosition( void );
void Shoot ( void );
void Shotgun ( void );
void M249 ( void );
CBaseEntity *Kick( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType ( int Type );
Schedule_t *GetSchedule ( void );
MONSTERSTATE GetIdealState ( void );
void AlertSound( void );
void DeathSound( void );
void PainSound( void );
void IdleSound( void );
void GibMonster( void );
void SpeakSentence( void );
void TalkInit( void );
BOOL FOkToSpeak( void );
void JustSpoke( void );
void DropMyItems(BOOL isGibbed);
void DropMyItem(const char *entityName, const Vector &vecGunPos, const Vector &vecGunAngles, BOOL isGibbed);
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship ( CBaseEntity *pTarget );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flMedicWaitTime;
bool m_flLinkToggle;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_iSentence;
int m_iHead;
float m_flLastHitByPlayer;
int m_iPlayerHits;
int m_iBrassShell;
int m_iShotgunShell;
int m_iM249Shell;
int m_iM249Link;
static const char *pGruntSentences[];
static const char *m_szFriends[3];
static int g_fGruntAllyQuestion;
CUSTOM_SCHEDULES
protected:
void KickImpl(float kickDamage);
void PrecacheHelper();
void SpawnHelper(const char* model, float health);
const char* SentenceByNumber(int sentence) {
return pGruntSentences[sentence];
}
};
LINK_ENTITY_TO_CLASS( monster_human_grunt_ally, CHFGrunt )
int CHFGrunt::g_fGruntAllyQuestion = 0;
class CMedic : public CHFGrunt
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void GibMonster();
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
Schedule_t *GetSchedule ( void );
Schedule_t *GetScheduleOfType(int Type);
void StopFollowing( BOOL clearSchedule );
void SetAnswerQuestion(CTalkMonster *pSpeaker);
void DropMyItems(BOOL isGibbed);
void FirePistol ( const char* shotSound, Bullet bullet );
bool Heal();
void StartFollowingHealTarget(CBaseEntity* pTarget);
bool ReadyToHeal();
void StopHealing();
CBaseEntity* HealTarget();
inline bool HasHealTarget() { return HealTarget() != 0; }
inline bool HasHealCharge() { return m_flHealCharge >= 1; }
bool InHealSchedule();
bool CheckHealCharge();
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CUSTOM_SCHEDULES
float m_flHealCharge;
BOOL m_fDepleteLine;
BOOL m_fHealing;
};
TYPEDESCRIPTION CHFGrunt::m_SaveData[] =
{
DEFINE_FIELD( CHFGrunt, m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( CHFGrunt, m_flNextPainTime, FIELD_TIME ),
DEFINE_FIELD( CHFGrunt, m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CHFGrunt, m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( CHFGrunt, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CHFGrunt, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( CHFGrunt, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CHFGrunt, m_iHead, FIELD_INTEGER ),
DEFINE_FIELD( CHFGrunt, m_flMedicWaitTime, FIELD_TIME ),
DEFINE_FIELD( CHFGrunt, m_flLastHitByPlayer, FIELD_TIME ),
DEFINE_FIELD( CHFGrunt, m_iPlayerHits, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CHFGrunt, CTalkMonster )
const char *CHFGrunt::m_szFriends[3] =
{
"monster_human_grunt_ally",
"monster_human_torch_ally",
"monster_human_medic_ally",
};
const char *CHFGrunt::pGruntSentences[] =
{
"FG_GREN", // grenade scared grunt
"FG_ALERT", // sees player
"FG_MONSTER", // sees monster
"FG_COVER", // running to cover
"FG_THROW", // about to throw grenade
"FG_CHARGE", // running out to get the enemy
"FG_TAUNT", // say rude things
};
typedef enum
{
FGRUNT_SENT_NONE = -1,
FGRUNT_SENT_GREN = 0,
FGRUNT_SENT_ALERT,
FGRUNT_SENT_MONSTER,
FGRUNT_SENT_COVER,
FGRUNT_SENT_THROW,
FGRUNT_SENT_CHARGE,
FGRUNT_SENT_TAUNT,
} FGRUNT_SENTENCE_TYPES;
//=========================================================
// KeyValue
//
// !!! netname entvar field is used in squadmonster for groupname!!!
//=========================================================
void CHFGrunt :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "head"))
{
m_iHead = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
{
CTalkMonster::KeyValue( pkvd );
}
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CHFGrunt :: FOkToSpeak( void )
{
// if someone else is talking, don't speak
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
return FALSE;
// if in the grip of a barnacle, don't speak
if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE )
{
return FALSE;
}
// if not alive, certainly don't speak
if ( pev->deadflag != DEAD_NO )
{
return FALSE;
}
if ( pev->spawnflags & SF_MONSTER_GAG )
{
if ( m_MonsterState != MONSTERSTATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE;
}
}
return TRUE;
}
//=========================================================
//=========================================================
void CHFGrunt :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = FGRUNT_SENT_NONE;
}
//=========================================================
// IRelationship - overridden because Male Assassins are
// Human Grunt's nemesis.
//=========================================================
int CHFGrunt::IRelationship ( CBaseEntity *pTarget )
{
if ( FClassnameIs( pTarget->pev, "monster_male_assassin" ) )
{
return R_NM;
}
return CTalkMonster::IRelationship( pTarget );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// FGruntFail
//=========================================================
Task_t tlFGruntFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slFGruntFail[] =
{
{
tlFGruntFail,
ARRAYSIZE ( tlFGruntFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"FGrunt Fail"
},
};
//=========================================================
// FGrunt Combat Fail
//=========================================================
Task_t tlFGruntCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slFGruntCombatFail[] =
{
{
tlFGruntCombatFail,
ARRAYSIZE ( tlFGruntCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"FGrunt Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlFGruntVictoryDance[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_FAIL },
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, 1.5f },
{ TASK_GET_PATH_TO_ENEMY_CORPSE, 64.0f },
{ 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 slFGruntVictoryDance[] =
{
{
tlFGruntVictoryDance,
ARRAYSIZE ( tlFGruntVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"FGruntVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlFGruntEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HGRUNT_ALLY_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slFGruntEstablishLineOfFire[] =
{
{
tlFGruntEstablishLineOfFire,
ARRAYSIZE ( tlFGruntEstablishLineOfFire ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"FGruntEstablishLineOfFire"
},
};
//=========================================================
// FGruntFoundEnemy - FGrunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlFGruntFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slFGruntFoundEnemy[] =
{
{
tlFGruntFoundEnemy,
ARRAYSIZE ( tlFGruntFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"FGruntFoundEnemy"
},
};
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlFGruntCombatFace1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_SWEEP },
};
Schedule_t slFGruntCombatFace[] =
{
{
tlFGruntCombatFace1,
ARRAYSIZE ( tlFGruntCombatFace1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Combat Face"
},
};
//=========================================================
// Suppressing fire - don't stop shooting until the clip is
// empty or FGrunt gets hurt.
//=========================================================
Task_t tlFGruntSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slFGruntSignalSuppress[] =
{
{
tlFGruntSignalSuppress,
ARRAYSIZE ( tlFGruntSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlFGruntSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slFGruntSuppress[] =
{
{
tlFGruntSuppress,
ARRAYSIZE ( tlFGruntSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"
},
};
//=========================================================
// FGrunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlFGruntWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slFGruntWaitInCover[] =
{
{
tlFGruntWaitInCover,
ARRAYSIZE ( tlFGruntWaitInCover ),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
bits_SOUND_DANGER,
"FGruntWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlFGruntTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HGRUNT_ALLY_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_SPEAK_SENTENCE, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },
};
Schedule_t slFGruntTakeCover[] =
{
{
tlFGruntTakeCover1,
ARRAYSIZE ( tlFGruntTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlFGruntGrenadeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)99 },
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
{ TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 },
{ TASK_CLEAR_MOVE_WAIT, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },
};
Schedule_t slFGruntGrenadeCover[] =
{
{
tlFGruntGrenadeCover1,
ARRAYSIZE ( tlFGruntGrenadeCover1 ),
0,
0,
"GrenadeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlFGruntTossGrenadeCover1[] =
{
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK2, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
};
Schedule_t slFGruntTossGrenadeCover[] =
{
{
tlFGruntTossGrenadeCover1,
ARRAYSIZE ( tlFGruntTossGrenadeCover1 ),
0,
0,
"TossGrenadeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlFGruntTakeCoverFromBestSound[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_TURN_LEFT, (float)179 },
};
Schedule_t slFGruntTakeCoverFromBestSound[] =
{
{
tlFGruntTakeCoverFromBestSound,
ARRAYSIZE ( tlFGruntTakeCoverFromBestSound ),
0,
0,
"FGruntTakeCoverFromBestSound"
},
};
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlFGruntHideReload[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD },
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
};
Schedule_t slFGruntHideReload[] =
{
{
tlFGruntHideReload,
ARRAYSIZE ( tlFGruntHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_DEAD | // stop running away if enemy is already dead
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"FGruntHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlFGruntSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slFGruntSweep[] =
{
{
tlFGruntSweep,
ARRAYSIZE ( tlFGruntSweep ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_HEAR_SOUND,
bits_SOUND_WORLD |// sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER,
"FGrunt Sweep"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlFGruntRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slFGruntRangeAttack1A[] =
{
{
tlFGruntRangeAttack1A,
ARRAYSIZE ( tlFGruntRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Range Attack1A"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlFGruntRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_HGRUNT_ALLY_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slFGruntRangeAttack1B[] =
{
{
tlFGruntRangeAttack1B,
ARRAYSIZE ( tlFGruntRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1B"
},
};
//=========================================================
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlFGruntRangeAttack2[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_HGRUNT_ALLY_FACE_TOSS_DIR, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
{ TASK_SET_SCHEDULE, (float)SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
};
Schedule_t slFGruntRangeAttack2[] =
{
{
tlFGruntRangeAttack2,
ARRAYSIZE ( tlFGruntRangeAttack2 ),
0,
0,
"RangeAttack2"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlFGruntRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slFGruntRepel[] =
{
{
tlFGruntRepel,
ARRAYSIZE ( tlFGruntRepel ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlFGruntRepelAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
};
Schedule_t slFGruntRepelAttack[] =
{
{
tlFGruntRepelAttack,
ARRAYSIZE ( tlFGruntRepelAttack ),
bits_COND_ENEMY_OCCLUDED,
0,
"Repel Attack"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlFGruntRepelLand[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slFGruntRepelLand[] =
{
{
tlFGruntRepelLand,
ARRAYSIZE ( tlFGruntRepelLand ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel Land"
},
};
//=========================================================
// Find medic. Grunt stops moving and calls the nearest medic,
// if none is around, we don't do much. I don't think I have much
// to put in here, other than to make the grunt stop moving, and
// run the medic calling task, I guess.
//=========================================================
Task_t tlGruntFindMedic[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_HGRUNT_ALLY_FIND_MEDIC, (float)0 },
{ TASK_WAIT, (float)2 },
};
Schedule_t slGruntFindMedic[] =
{
{
tlGruntFindMedic,
ARRAYSIZE ( tlGruntFindMedic ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Find Medic"
},
};
Task_t tlGruntFaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slGruntFaceTarget[] =
{
{
tlGruntFaceTarget,
ARRAYSIZE( tlGruntFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlIdleGruntStand[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
};
Schedule_t slIdleGruntStand[] =
{
{
tlIdleGruntStand,
ARRAYSIZE( tlIdleGruntStand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"
},
};
Task_t tlGruntFollow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slGruntFollow[] =
{
{
tlGruntFollow,
ARRAYSIZE( tlGruntFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
DEFINE_CUSTOM_SCHEDULES( CHFGrunt )
{
slFGruntFail,
slFGruntCombatFail,
slFGruntVictoryDance,
slFGruntEstablishLineOfFire,
slFGruntFoundEnemy,
slFGruntCombatFace,
slFGruntSignalSuppress,
slFGruntSuppress,
slFGruntWaitInCover,
slFGruntTakeCover,
slFGruntGrenadeCover,
slFGruntTossGrenadeCover,
slFGruntTakeCoverFromBestSound,
slFGruntHideReload,
slFGruntSweep,
slFGruntRangeAttack1A,
slFGruntRangeAttack1B,
slFGruntRangeAttack2,
slFGruntRepel,
slFGruntRepelAttack,
slFGruntRepelLand,
slGruntFindMedic,
slGruntFaceTarget,
slIdleGruntStand,
slGruntFollow,
};
IMPLEMENT_CUSTOM_SCHEDULES( CHFGrunt, CTalkMonster )
void CHFGrunt :: StartTask( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_HGRUNT_ALLY_CHECK_FIRE:
if( !NoFriendlyFire() )
{
SetConditions( bits_COND_NOFIRE );
}
TaskComplete();
break;
case TASK_HGRUNT_ALLY_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// grunt no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER );
CTalkMonster ::StartTask( pTask );
break;
case TASK_RELOAD:
m_IdealActivity = ACT_RELOAD;
break;
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
CTalkMonster :: StartTask( pTask );
if (pev->movetype == MOVETYPE_FLY)
{
m_IdealActivity = ACT_GLIDE;
}
break;
case TASK_HGRUNT_ALLY_FIND_MEDIC:
{
// First try looking for a medic in my squad
if ( InSquad() )
{
CSquadMonster *pSquadLeader = MySquadLeader( );
if ( pSquadLeader )
{
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
{
CSquadMonster *pMember = pSquadLeader->MySquadMember(i);
if (pMember != 0 && FClassnameIs(pMember->pev, "monster_human_medic_ally") && TryCallForMedic(pMember))
{
TaskComplete();
break;
}
}
}
}
// If not, search bsp.
if ( !TaskIsComplete() )
{
// for each medic in this bsp...
CBaseEntity *pFriend = NULL;
TraceResult tr;
Vector vecCheck;
while( ( pFriend = UTIL_FindEntityByClassname( pFriend, "monster_human_medic_ally" ) ) )
{
if( pFriend == this || !pFriend->IsAlive() )
// don't talk to self or dead people
continue;
vecCheck = pFriend->pev->origin;
vecCheck.z = pFriend->pev->absmax.z;
UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT( pev ), &tr );
if( tr.flFraction == 1.0 )
{
if (TryCallForMedic(pFriend))
{
TaskComplete();
break;
}
}
}
}
if ( !TaskIsComplete() )
{
TaskFail();
}
m_flMedicWaitTime = CALL_MEDIC_DELAY + gpGlobals->time;
}
break;
default:
CTalkMonster :: StartTask( pTask );
break;
}
}
void CHFGrunt :: RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_HGRUNT_ALLY_FACE_TOSS_DIR:
{
// project a point along the toss vector and turn to face that point.
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 );
ChangeYaw( pev->yaw_speed );
if ( FacingIdeal() )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
break;
}
default:
{
CTalkMonster :: RunTask( pTask );
break;
}
}
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CHFGrunt :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if ( GetBodygroup( FG_GUN_GROUP ) != FG_GUN_NONE )
{// throw a gun if the grunt has one
DropMyItems(TRUE);
}
CTalkMonster::GibMonster();
}
void CHFGrunt::DropMyItem(const char* entityName, const Vector& vecGunPos, const Vector& vecGunAngles, BOOL isGibbed)
{
CBaseEntity* pGun = DropItem(entityName, vecGunPos, vecGunAngles);
if (pGun && isGibbed) {
pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
void CHFGrunt::DropMyItems(BOOL isGibbed)
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
if (!isGibbed) {
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE );
}
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
{
DropMyItem( "weapon_shotgun", vecGunPos, vecGunAngles, isGibbed );
}
else if (FBitSet( pev->weapons, FGRUNT_9MMAR ))
{
DropMyItem( "weapon_9mmAR", vecGunPos, vecGunAngles, isGibbed );
}
else if (FBitSet( pev->weapons, FGRUNT_M249 ))
{
DropMyItem( "weapon_m249", vecGunPos, vecGunAngles, isGibbed );
}
if (FBitSet( pev->weapons, FGRUNT_GRENADELAUNCHER ))
{
DropMyItem( "ammo_ARgrenades", isGibbed ? vecGunPos : BodyTarget( pev->origin ), vecGunAngles, isGibbed );
}
pev->weapons = 0;
}
void CHFGrunt::SpeakSentence( void )
{
if( m_iSentence == FGRUNT_SENT_NONE )
{
// no sentence cued up.
return;
}
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), SentenceByNumber(m_iSentence), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
JustSpoke();
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CHFGrunt :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CHFGrunt :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHFGrunt :: Classify ( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHFGrunt :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 150;
break;
case ACT_RUN:
ys = 150;
break;
case ACT_WALK:
ys = 180;
break;
case ACT_RANGE_ATTACK1:
ys = 120;
break;
case ACT_RANGE_ATTACK2:
ys = 120;
break;
case ACT_MELEE_ATTACK1:
ys = 120;
break;
case ACT_MELEE_ATTACK2:
ys = 120;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 180;
break;
case ACT_GLIDE:
case ACT_FLY:
ys = 30;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CHFGrunt :: PrescheduleThink ( void )
{
if ( InSquad() && m_hEnemy != 0 )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
}
else
{
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
MySquadLeader()->m_fEnemyEluded = TRUE;
}
}
}
CTalkMonster::PrescheduleThink();
}
bool CHFGrunt::WantsToCallMedic()
{
return pev->health <= pev->max_health * 0.5 && ( m_flMedicWaitTime < gpGlobals->time );
}
bool CHFGrunt::TryCallForMedic(CBaseEntity* pOther)
{
if ( pOther && pOther != this && pOther->pev->deadflag == DEAD_NO )
{
CMedic* medic = (CMedic*)pOther->MySquadMonsterPointer();
if ( medic != 0 && medic->ReadyToHeal() )
{
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/medic.wav", 1, ATTN_NORM, 0, GetVoicePitch());
ALERT( at_aiconsole, "Injured %s called for %s\n", STRING(pev->classname), STRING(medic->pev->classname) );
medic->StartFollowingHealTarget(this);
return true;
}
}
return false;
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
BOOL CHFGrunt :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CHFGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
{
CBaseMonster *pEnemy;
if ( m_hEnemy != 0 )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if ( !pEnemy )
{
return FALSE;
}
}
if ( flDist <= 64 && flDot >= 0.7 &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckRangeAttack1 - overridden for HGrunt, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HGrunt can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
BOOL CHFGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() && ( GetBodygroup( 3 ) != 3 ) )
{
TraceResult tr;
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
{
// kick nonclients, but don't shoot at them.
return FALSE;
}
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 )
{
return TRUE;
}
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CHFGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
{
if (! FBitSet(pev->weapons, (FGRUNT_HANDGRENADE | FGRUNT_GRENADELAUNCHER)) )
{
return FALSE;
}
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed != 0 )
{
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
// assume things haven't changed too much since last time
if (gpGlobals->time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade;
}
if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
Vector vecTarget;
if (FBitSet( pev->weapons, FGRUNT_HANDGRENADE))
{
// find feet
if (RANDOM_LONG(0,1))
{
// magically know where they are
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z );
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP;
}
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
}
else
{
// find target
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
if (HasConditions( bits_COND_SEE_ENEMY))
vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.fgruntGrenadeSpeed) * m_hEnemy->pev->velocity;
}
// are any of my allies near the intended grenade impact area?
if (SquadMemberInRange( vecTarget, 256 ))
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
return m_fThrowGrenade; //AJH need this or it is overridden later.
}
if ( ( vecTarget - pev->origin ).Length2D() <= 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_fThrowGrenade = FALSE;
return m_fThrowGrenade;
}
if (FBitSet( pev->weapons, FGRUNT_HANDGRENADE))
{
Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 );
if ( vecToss != g_vecZero )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
}
}
else
{
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.fgruntGrenadeSpeed, 0.5 );
if ( vecToss != g_vecZero )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
}
}
return m_fThrowGrenade;
}
//=========================================================
//=========================================================
CBaseEntity *CHFGrunt :: Kick( void )
{
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5;
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
if ( tr.pHit )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
if (pEntity && IRelationship(pEntity) != R_AL)
return pEntity;
}
return NULL;
}
void CHFGrunt::KickImpl(float kickDamage)
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
pHurt->TakeDamage( pev, pev, kickDamage, DMG_CLUB );
}
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CHFGrunt :: GetGunPosition( )
{
if (m_fStanding )
{
return pev->origin + Vector( 0, 0, 60 );
}
else
{
return pev->origin + Vector( 0, 0, 48 );
}
}
//=========================================================
// Shoot
//=========================================================
void CHFGrunt :: Shoot ( void )
{
if (m_hEnemy == 0 )
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
UTIL_MakeVectors ( pev->angles );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_4DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
//WeaponFlash ( vecShootOrigin );
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// Shoot
//=========================================================
void CHFGrunt :: Shotgun ( void )
{
if (m_hEnemy == 0)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
UTIL_MakeVectors ( pev->angles );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL);
FireBullets(gSkillData.fgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_9DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees
pev->effects |= EF_MUZZLEFLASH;
//WeaponFlash ( vecShootOrigin );
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// Shoot
//=========================================================
void CHFGrunt :: M249 ( void )
{
if (m_hEnemy == 0 )
{
return;
}
switch ( RANDOM_LONG(0,2) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM ); break;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
UTIL_MakeVectors ( pev->angles );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
m_flLinkToggle = !m_flLinkToggle;
if (!m_flLinkToggle)
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iM249Shell, TE_BOUNCE_SHELL);
else
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iM249Link, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_6DEGREES, 2048, BULLET_MONSTER_556 ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
//WeaponFlash ( vecShootOrigin );
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHFGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_ALLY_AE_DROP_GUN:
{
DropMyItems(FALSE);
SetUse( NULL );
}
break;
case HGRUNT_ALLY_AE_RELOAD:
if (FBitSet( pev->weapons, FGRUNT_9MMAR | FGRUNT_SHOTGUN ))
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
}
else if (FBitSet( pev->weapons, FGRUNT_M249 ))
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/saw_reload2.wav", 1, ATTN_NORM );
}
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_ALLY_AE_GREN_TOSS:
{
UTIL_MakeVectors( pev->angles );
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
m_fThrowGrenade = FALSE;
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
case HGRUNT_ALLY_AE_GREN_LAUNCH:
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity );
m_fThrowGrenade = FALSE;
if (g_iSkillLevel == SKILL_EASY)
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
}
break;
case HGRUNT_ALLY_AE_GREN_DROP:
{
UTIL_MakeVectors( pev->angles );
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
}
break;
case HGRUNT_ALLY_AE_BURST1:
{
if ( FBitSet( pev->weapons, FGRUNT_9MMAR ))
{
Shoot();
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if( RANDOM_LONG( 0, 1 ) )
{
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM );
}
else
{
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM );
}
}
else if ( FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
{
Shotgun( );
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM );
}
else
{
M249( );
}
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case HGRUNT_ALLY_AE_BURST2:
case HGRUNT_ALLY_AE_BURST3:
if ( FBitSet( pev->weapons, FGRUNT_9MMAR ))
Shoot();
else if ( FBitSet( pev->weapons, FGRUNT_M249 ))
M249();
break;
case HGRUNT_ALLY_AE_KICK:
{
KickImpl(gSkillData.fgruntDmgKick);
}
break;
case HGRUNT_ALLY_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), SentenceByNumber(FGRUNT_SENT_ALERT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
JustSpoke();
}
}
default:
CTalkMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHFGrunt :: Spawn()
{
Precache( );
SpawnHelper("models/hgrunt_opfor.mdl", gSkillData.fgruntHealth);
if ( m_iHead <= -2 )
{
// skip major and MP heads
m_iHead = RANDOM_LONG(0, FG_HEAD_SAW_BLACK+1);
if (m_iHead == FG_HEAD_SAW_BLACK+1) {
m_iHead = FG_HEAD_BERET_BLACK;
}
}
else if ( m_iHead == -1 )
{
if (FBitSet(pev->spawnflags, SF_SQUADMONSTER_LEADER))
{
m_iHead = RANDOM_LONG(0,1) ? FG_HEAD_BERET : FG_HEAD_BERET_BLACK;
}
else if (FBitSet(pev->weapons, FGRUNT_SHOTGUN))
{
m_iHead = FG_HEAD_SHOTGUN;
}
else if (FBitSet(pev->weapons, FGRUNT_9MMAR))
{
m_iHead = FG_HEAD_MASK;
}
else if (FBitSet(pev->weapons, FGRUNT_M249))
{
m_iHead = RANDOM_LONG(FG_HEAD_SAW, FG_HEAD_SAW_BLACK);
}
else
m_iHead = FG_HEAD_MASK;
}
else if ( m_iHead >= FG_HEAD_COUNT )
m_iHead = FG_HEAD_MASK;
if ( pev->weapons <= 0 )
{
pev->weapons = FGRUNT_9MMAR;
}
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_SHOTGUN );
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_SHOTGUN );
m_cClipSize = 8;
}
if (FBitSet( pev->weapons, FGRUNT_9MMAR ))
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_MP5 );
m_cClipSize = FGRUNT_CLIP_SIZE;
}
if (FBitSet( pev->weapons, FGRUNT_M249 ))
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_SAW );
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_M249 );
m_cClipSize = FGRUNT_CLIP_SIZE;
}
SetBodygroup( FG_HEAD_GROUP, m_iHead );
m_cAmmoLoaded = m_cClipSize;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
void CHFGrunt::SpawnHelper(const char *model, float health)
{
SET_MODEL( ENT( pev ), model );
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = health;
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_afCapability = bits_CAP_HEAR | bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 55 );
m_flLastHitByPlayer = gpGlobals->time;
m_iPlayerHits = 0;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHFGrunt :: Precache()
{
PRECACHE_MODEL("models/hgrunt_opfor.mdl");
PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" );
PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" );
PRECACHE_SOUND("weapons/saw_fire1.wav" );
PRECACHE_SOUND("weapons/saw_fire2.wav" );
PRECACHE_SOUND("weapons/saw_fire3.wav" );
PrecacheHelper();
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
PRECACHE_SOUND("weapons/saw_reload2.wav");
PRECACHE_SOUND("weapons/glauncher.wav");
PRECACHE_SOUND("weapons/sbarrel1.wav");
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");// shotgun shell
m_iM249Shell = PRECACHE_MODEL ("models/saw_shell.mdl");// saw shell
m_iM249Link = PRECACHE_MODEL ("models/saw_link.mdl");// saw link
TalkInit();
switch ( m_iHead ) {
case FG_HEAD_SHOTGUN:
case FG_HEAD_SAW_BLACK:
case FG_HEAD_BERET_BLACK:
m_voicePitch = 90;
break;
default:
m_voicePitch = 100;
break;
}
CTalkMonster::Precache();
}
void CHFGrunt::PrecacheHelper()
{
PRECACHE_SOUND("fgrunt/gr_pain1.wav");
PRECACHE_SOUND("fgrunt/gr_pain2.wav");
PRECACHE_SOUND("fgrunt/gr_pain3.wav");
PRECACHE_SOUND("fgrunt/gr_pain4.wav");
PRECACHE_SOUND("fgrunt/gr_pain5.wav");
PRECACHE_SOUND("fgrunt/gr_pain6.wav");
PRECACHE_SOUND("fgrunt/death1.wav");
PRECACHE_SOUND("fgrunt/death2.wav");
PRECACHE_SOUND("fgrunt/death3.wav");
PRECACHE_SOUND("fgrunt/death4.wav");
PRECACHE_SOUND("fgrunt/death5.wav");
PRECACHE_SOUND("fgrunt/death6.wav");
PRECACHE_SOUND("fgrunt/medic.wav");
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
}
// Init talk data
void CHFGrunt :: TalkInit()
{
CTalkMonster::TalkInit();
m_szGrp[TLK_ANSWER] = "FG_ANSWER";
m_szGrp[TLK_QUESTION] = "FG_QUESTION";
m_szGrp[TLK_IDLE] = "FG_IDLE";
m_szGrp[TLK_STARE] = "FG_STARE";
m_szGrp[TLK_USE] = "FG_OK";
m_szGrp[TLK_UNUSE] = "FG_WAIT";
//m_szGrp[TLK_DECLINE] = "FG_STOP";
m_szGrp[TLK_STOP] = "FG_STOP";
/* FG_SCARED in opfor has sentences more suitable for FG_HEAR.
* Disabling for now.
*/
//m_szGrp[TLK_NOSHOOT] = "FG_SCARED";
m_szGrp[TLK_HELLO] = "FG_HELLO";
m_szGrp[TLK_PLHURT1] = "FG_CURE";
m_szGrp[TLK_PLHURT2] = "FG_CURE";
m_szGrp[TLK_PLHURT3] = "FG_CURE";
m_szGrp[TLK_SMELL] = "FG_SMELL";
m_szGrp[TLK_WOUND] = "FG_WOUND";
m_szGrp[TLK_MORTAL] = "FG_MORTAL";
}
//=========================================================
// PainSound
//=========================================================
void CHFGrunt :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,5) )
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 5: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/gr_pain6.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
void CHFGrunt::AlertSound()
{
if (m_hEnemy !=0 && FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "FG_ATTACK", FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
}
}
//=========================================================
// DeathSound
//=========================================================
void CHFGrunt :: DeathSound ( void )
{
switch (RANDOM_LONG(0,5))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 5: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "fgrunt/death6.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
void CHFGrunt::IdleSound()
{
if (FOkToSpeak() && (g_fGruntAllyQuestion || RANDOM_LONG(0,1)))
{
const float duration = RANDOM_FLOAT(1.5, 2.5);
if (g_fGruntAllyQuestion)
{
switch (g_fGruntAllyQuestion) {
case 1:
PlaySentence( "FG_CLEAR", duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
break;
case 2:
PlaySentence( m_szGrp[TLK_ANSWER], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
break;
default:
break;
}
g_fGruntAllyQuestion = 0;
}
else
{
switch (RANDOM_LONG(0,2)) {
case 0:
PlaySentence( "FG_CHECK", duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
g_fGruntAllyQuestion = 1;
break;
case 1:
PlaySentence( m_szGrp[TLK_QUESTION], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
g_fGruntAllyQuestion = 2;
break;
case 2:
PlaySentence( m_szGrp[TLK_IDLE], duration, FGRUNT_SENTENCE_VOLUME, ATTN_IDLE );
break;
default:
break;
}
}
m_iSentence = FGRUNT_SENT_NONE;
}
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CHFGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// reduce damage on vest
if (ptr->iHitgroup == HITGROUP_CHEST || ptr->iHitgroup == HITGROUP_STOMACH)
{
if (bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ))
{
flDamage *= 0.5;
}
}
// check for helmet shot
if (ptr->iHitgroup == 11)
{
// make sure we're wearing one
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))
{
// absorb damage
flDamage -= 20;
if (flDamage <= 0)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}
// it's head shot anyways
ptr->iHitgroup = HITGROUP_HEAD;
}
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// TakeDamage - overridden for the grunt because the grunt
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CHFGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
Forget( bits_MEMORY_INCOVER );
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if( m_hEnemy == 0 )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
{
if (gpGlobals->time - m_flLastHitByPlayer < 4.0 && m_iPlayerHits >= 3)
{
// Alright, now I'm pissed!
PlaySentence( "FG_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
}
else
{
if ( gpGlobals->time - m_flLastHitByPlayer >= 4.0 )
m_iPlayerHits = 0;
m_iPlayerHits++;
m_flLastHitByPlayer = gpGlobals->time;
// Hey, be careful with that
PlaySentence( "FG_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
PlaySentence( "FG_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t* CHFGrunt :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch( Type )
{
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that barney will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType( Type );
if( psched == slIdleStand )
return slGruntFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slGruntFollow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType( Type );
if( psched == slIdleStand )
{
// just look straight ahead.
return slIdleGruntStand;
}
else
return psched;
case SCHED_TAKE_COVER_FROM_ENEMY:
{
return &slFGruntTakeCover[ 0 ];
}
break;
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slFGruntTakeCoverFromBestSound[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_TAKECOVER_FAILED:
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else
{
return GetScheduleOfType ( SCHED_FAIL );
}
}
break;
case SCHED_HGRUNT_ALLY_ELOF_FAIL:
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
break;
case SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE:
{
return &slFGruntEstablishLineOfFire[ 0 ];
}
break;
case SCHED_RANGE_ATTACK1:
{
// randomly stand or crouch
if (RANDOM_LONG(0,9) == 0)
m_fStanding = RANDOM_LONG(0,1);
if (m_fStanding)
return &slFGruntRangeAttack1B[ 0 ];
else
return &slFGruntRangeAttack1A[ 0 ];
}
break;
case SCHED_RANGE_ATTACK2:
{
return &slFGruntRangeAttack2[ 0 ];
}
break;
case SCHED_COMBAT_FACE:
{
return &slFGruntCombatFace[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_WAIT_FACE_ENEMY:
{
return &slFGruntWaitInCover[ 0 ];
}
case SCHED_HGRUNT_ALLY_SWEEP:
{
return &slFGruntSweep[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_COVER_AND_RELOAD:
{
return &slFGruntHideReload[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_FOUND_ENEMY:
{
return &slFGruntFoundEnemy[ 0 ];
}
break;
case SCHED_VICTORY_DANCE:
{
if ( InSquad() )
{
if ( !IsLeader() )
{
return &slFGruntFail[ 0 ];
}
}
if ( m_hTalkTarget != 0 )
{
return &slFGruntFail[ 0 ];
}
return &slFGruntVictoryDance[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_SUPPRESS:
{
if ( m_fFirstEncounter )
{
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
return &slFGruntSignalSuppress[ 0 ];
}
else
{
return &slFGruntSuppress[ 0 ];
}
}
break;
case SCHED_FAIL:
{
if ( m_hEnemy != 0 )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return &slFGruntCombatFail[ 0 ];
}
return &slFGruntFail[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_REPEL:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slFGruntRepel[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_REPEL_ATTACK:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slFGruntRepelAttack[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_REPEL_LAND:
{
return &slFGruntRepelLand[ 0 ];
}
break;
case SCHED_HGRUNT_ALLY_FIND_MEDIC:
{
return slGruntFindMedic;
}
break;
default:
{
return CTalkMonster :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// SetActivity
//=========================================================
void CHFGrunt :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_RANGE_ATTACK1:
// grunt is either shooting standing or shooting crouched
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_shotgun" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_shotgun" );
}
}
else if (FBitSet( pev->weapons, FGRUNT_M249 ))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_saw" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_saw" );
}
}
else
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
}
break;
case ACT_RANGE_ATTACK2:
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( pev->weapons & FGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
}
else if ( pev->weapons & FGRUNT_GRENADELAUNCHER )
{
// get launch anim
iSequence = LookupSequence( "launchgrenade" );
}
break;
case ACT_RUN:
if ( pev->health <= FGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_WALK:
if ( pev->health <= FGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity ( NewActivity );
break;
default:
iSequence = LookupActivity ( NewActivity );
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev->sequence != iSequence || !m_fSequenceLoops )
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo( );
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CHFGrunt :: GetSchedule ( void )
{
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions(bits_COND_HEAR_SOUND) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound)
{
if (pSound->m_iType & bits_SOUND_DANGER)
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_GREN), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
}
}
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
{
if (pev->flags & FL_ONGROUND)
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_LAND );
}
else
{
// repel down a rope,
if ( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_ATTACK );
else
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL );
}
}
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
{
PlaySentence( "FG_KILL", 4, VOL_NORM, ATTN_NORM );
}
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CTalkMonster::GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if ( !IsLeader() )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
}
}
else
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if (m_hEnemy != 0)
{
if ( ( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) &&
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) &&
( m_hEnemy->Classify() != CLASS_HUMAN_MILITARY ) &&
( m_hEnemy->Classify() != CLASS_MACHINE ) )
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_MONSTER), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
else
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_ALERT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
}
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
}
}
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
//!!!KELLY - this individual just realized he's out of bullet ammo.
// He's going to try to find cover to run to and reload, but rarely, if
// none is available, he'll drop and reload in the open here.
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
// if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG(0,99);
if ( iPercent <= 90 && m_hEnemy != 0 )
{
if (FOkToSpeak())
{
m_iSentence = FGRUNT_SENT_COVER;
}
// only try to take cover if we actually have an enemy!
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
// can grenade launch
else if ( FBitSet( pev->weapons, FGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad() )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else
{
// hide!
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_THROW), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
if( FOkToSpeak() )
{
m_iSentence = FGRUNT_SENT_CHARGE;
}
return GetScheduleOfType( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), SentenceByNumber(FGRUNT_SENT_TAUNT), FGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HGRUNT_ALLY_ESTABLISH_LINE_OF_FIRE );
}
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
return GetScheduleOfType ( SCHED_RELOAD );
}
if ( WantsToCallMedic() )
{
return GetScheduleOfType( SCHED_HGRUNT_ALLY_FIND_MEDIC );
}
if( m_hEnemy == 0 && IsFollowing() )
{
if( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
else
{
if( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE );
}
}
if( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY );
}
// try to say something about smells
TrySmellTalk();
break;
}
return CTalkMonster :: GetSchedule();
}
MONSTERSTATE CHFGrunt :: GetIdealState ( void )
{
return CTalkMonster::GetIdealState();
}
void CHFGrunt::DeclineFollowing( void )
{
PlaySentence( "FG_POK", 2, VOL_NORM, ATTN_NORM );
}
//=========================================================
// CHFGruntRepel - when triggered, spawns a
// repelling down a line.
//=========================================================
class CHFGruntRepel : public CHGruntRepel
{
public:
void KeyValue(KeyValueData* pkvd);
const char* TrooperName() {
return "monster_human_grunt_ally";
}
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iGruntHead;
};
LINK_ENTITY_TO_CLASS( monster_grunt_ally_repel, CHFGruntRepel )
TYPEDESCRIPTION CHFGruntRepel::m_SaveData[] =
{
DEFINE_FIELD( CHFGruntRepel, m_iGruntHead, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CHFGruntRepel, CHGruntRepel )
void CHFGruntRepel::KeyValue(KeyValueData *pkvd)
{
if( FStrEq(pkvd->szKeyName, "head" ) )
{
m_iGruntHead = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CHGruntRepel::KeyValue( pkvd );
}
class CMedicRepel : public CHFGruntRepel
{
public:
const char* TrooperName() {
return "monster_human_medic_ally";
}
};
LINK_ENTITY_TO_CLASS( monster_medic_ally_repel, CMedicRepel )
class CTorchRepel : public CHGruntRepel
{
public:
const char* TrooperName() {
return "monster_human_torch_ally";
}
};
LINK_ENTITY_TO_CLASS( monster_torch_ally_repel, CTorchRepel )
//=========================================================
// FGrunt Dead PROP
//=========================================================
class CDeadFGrunt : public CBaseMonster
{
public:
void Spawn( void );
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
void KeyValue( KeyValueData *pkvd );
int m_iPose;
int m_iHead;
static const char *m_szPoses[7];
};
const char *CDeadFGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting", "dead_on_back", "hgrunt_dead_stomach", "dead_headcrabed" };
void CDeadFGrunt::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "pose" ) )
{
m_iPose = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "head"))
{
m_iHead = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS( monster_human_grunt_ally_dead, CDeadFGrunt )
//=========================================================
// ********** DeadFGrunt SPAWN **********
//=========================================================
void CDeadFGrunt :: Spawn( )
{
PRECACHE_MODEL( "models/hgrunt_opfor.mdl" );
SET_MODEL( ENT( pev ), "models/hgrunt_opfor.mdl" );
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if( pev->sequence == -1 )
{
ALERT( at_console, "Dead barney with bad pose\n" );
}
// Corpses have less health
pev->health = 8;//gSkillData.barneyHealth;
if ( pev->weapons <= 0 )
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_NONE );
}
if (FBitSet( pev->weapons, FGRUNT_SHOTGUN ))
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_SHOTGUN );
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_SHOTGUN );
}
if (FBitSet( pev->weapons, FGRUNT_9MMAR ))
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_MP5 );
}
if (FBitSet( pev->weapons, FGRUNT_M249 ))
{
SetBodygroup( FG_GUN_GROUP, FG_GUN_SAW );
SetBodygroup( FG_TORSO_GROUP, FG_TORSO_M249 );
}
if ( m_iHead <= -2 )
{
// skip major and MP heads
m_iHead = RANDOM_LONG(0, FG_HEAD_SAW_BLACK+1);
if (m_iHead == FG_HEAD_SAW_BLACK+1) {
m_iHead = FG_HEAD_BERET_BLACK;
}
}
else if ( m_iHead < 0 || m_iHead >= FG_HEAD_COUNT )
m_iHead = 0;
SetBodygroup( FG_HEAD_GROUP, m_iHead );
MonsterInitDead();
}
#define TORCH_CLIP_SIZE 7
#define TORCH_EAGLE ( 1 << 0)
#define TORCH_BLOWTORCH ( 1 << 1)
// Weapon group
#define TORCH_GUN_GROUP 2
#define TORCH_GUN_EAGLE 0
#define TORCH_GUN_TORCH 1
#define TORCH_GUN_NONE 2
// Torch specific animation events
#define TORCH_AE_SHOWGUN ( 17)
#define TORCH_AE_SHOWTORCH ( 18)
#define TORCH_AE_HIDETORCH ( 19)
#define TORCH_AE_ONGAS ( 20)
#define TORCH_AE_OFFGAS ( 21)
class CTorch : public CHFGrunt
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t* pEvent );
BOOL CheckRangeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack2(float flDot, float flDist);
void GibMonster();
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void PrescheduleThink();
void DropMyItems(BOOL isGibbed);
void MakeGas( void );
void UpdateGas( void );
void KillGas( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CBeam *m_pBeam;
};
LINK_ENTITY_TO_CLASS( monster_human_torch_ally, CTorch )
TYPEDESCRIPTION CTorch::m_SaveData[] =
{
DEFINE_FIELD( CTorch, m_pBeam, FIELD_CLASSPTR ),
};
IMPLEMENT_SAVERESTORE( CTorch, CHFGrunt )
void CTorch::Spawn()
{
Precache( );
SpawnHelper("models/hgrunt_torch.mdl", gSkillData.torchHealth);
if (!pev->weapons)
pev->weapons = TORCH_EAGLE;
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
{
pev->body = TORCH_GUN_EAGLE;
}
if ( FBitSet( pev->weapons, TORCH_BLOWTORCH ) )
{
pev->body = TORCH_GUN_TORCH;
}
m_cClipSize = TORCH_CLIP_SIZE;
m_cAmmoLoaded = m_cClipSize;
m_pBeam = NULL;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
void CTorch::Precache()
{
PRECACHE_MODEL("models/hgrunt_torch.mdl");
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
PrecacheHelper();
TalkInit();
m_voicePitch = 95;
CTalkMonster::Precache();
}
void CTorch::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch ( pEvent->event )
{
case TORCH_AE_SHOWTORCH:
pev->body = 1;
break;
case TORCH_AE_SHOWGUN:
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
pev->body = 0;
else
pev->body = 1;
break;
case TORCH_AE_HIDETORCH:
pev->body = 2;
break;
case TORCH_AE_ONGAS:
MakeGas ();
UpdateGas ();
break;
case TORCH_AE_OFFGAS:
KillGas ();
break;
case HGRUNT_ALLY_AE_DROP_GUN:
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
{
DropMyItems(FALSE);
}
break;
case HGRUNT_ALLY_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_reload.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_ALLY_AE_BURST1:
{
UTIL_MakeVectors( pev->angles );
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
pev->effects = EF_MUZZLEFLASH;
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_357 );
int pitchShift = RANDOM_LONG( 0, 20 );
// Only shift about half the time
if( pitchShift > 10 )
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
m_cAmmoLoaded--;// take away a bullet!
}
break;
case HGRUNT_ALLY_AE_BURST2:
case HGRUNT_ALLY_AE_BURST3:
break;
case HGRUNT_ALLY_AE_KICK:
{
KickImpl(gSkillData.torchDmgKick);
}
break;
default:
CHFGrunt::HandleAnimEvent(pEvent);
break;
}
}
BOOL CTorch::CheckRangeAttack1(float flDot, float flDist)
{
return FBitSet( pev->weapons, TORCH_EAGLE ) && CHFGrunt::CheckRangeAttack1(flDot, flDist);
}
BOOL CTorch::CheckRangeAttack2(float flDot, float flDist)
{
return FALSE;
}
void CTorch::GibMonster()
{
if ( FBitSet( pev->weapons, TORCH_EAGLE ) && pev->body != TORCH_GUN_NONE )
{// throw a gun if the grunt has one
DropMyItems(TRUE);
}
CTalkMonster::GibMonster();
}
void CTorch::DropMyItems(BOOL isGibbed)
{
if (!isGibbed) {
pev->body = TORCH_GUN_NONE;
}
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
DropMyItem("weapon_eagle", vecGunPos, vecGunAngles, isGibbed);
}
void CTorch::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// check for gas tank
if (ptr->iHitgroup == 8)
{
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))
{
bitsDamageType = (DMG_ALWAYSGIB | DMG_BLAST);
flDamage = pev->health + 1;
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD( ptr->vecEndPos.x ); // Send to PAS because of the sound
WRITE_COORD( ptr->vecEndPos.y );
WRITE_COORD( ptr->vecEndPos.z );
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( 15 ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
::RadiusDamage ( pev->origin, pev, pev, Q_min(pev->max_health, 75), 125, CLASS_NONE, DMG_BLAST );
Create( "spark_shower", pev->origin, ptr->vecPlaneNormal, NULL );
}
}
CHFGrunt::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
void CTorch::PrescheduleThink()
{
if (m_pBeam)
{
UpdateGas();
}
CHFGrunt::PrescheduleThink();
}
//=========================================================
// AUTOGENE
//=========================================================
void CTorch::UpdateGas( void )
{
TraceResult tr;
Vector posGun, angleGun;
if ( m_pBeam )
{
UTIL_MakeVectors( pev->angles );
GetAttachment( 2, posGun, angleGun );
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
if ( tr.flFraction != 1.0 )
{
m_pBeam->DoSparks( tr.vecEndPos, posGun );
UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4));
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
WRITE_BYTE( TE_STREAK_SPLASH );
WRITE_COORD( tr.vecEndPos.x ); // origin
WRITE_COORD( tr.vecEndPos.y );
WRITE_COORD( tr.vecEndPos.z );
WRITE_COORD( tr.vecPlaneNormal.x ); // direction
WRITE_COORD( tr.vecPlaneNormal.y );
WRITE_COORD( tr.vecPlaneNormal.z );
WRITE_BYTE( 10 ); // Streak color 6
WRITE_SHORT( 60 ); // count
WRITE_SHORT( 25 );
WRITE_SHORT( 50 ); // Random velocity modifier
MESSAGE_END();
}
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( posGun.x ); // origin
WRITE_COORD( posGun.y );
WRITE_COORD( posGun.z );
WRITE_BYTE( RANDOM_LONG(4, 16) ); // radius
WRITE_BYTE( 251 ); // R
WRITE_BYTE( 68 ); // G
WRITE_BYTE( 36 ); // B
WRITE_BYTE( 1 ); // life * 10
WRITE_BYTE( 0 ); // decay
MESSAGE_END();
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_ELIGHT );
WRITE_SHORT( entindex( ) + 0x1000 * 3 ); // entity, attachment
WRITE_COORD( posGun.x ); // origin
WRITE_COORD( posGun.y );
WRITE_COORD( posGun.z );
WRITE_COORD( RANDOM_LONG(8, 12) ); // radius
WRITE_BYTE( 251 ); // R
WRITE_BYTE( 68 ); // G
WRITE_BYTE( 36 ); // B
WRITE_BYTE( 1 ); // life * 10
WRITE_COORD( 0 ); // decay
MESSAGE_END();
}
}
void CTorch::MakeGas( void )
{
Vector posGun, angleGun;
TraceResult tr;
Vector vecEndPos;
UTIL_MakeVectors( pev->angles );
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 7 );
if ( m_pBeam )
{
GetAttachment( 4, posGun, angleGun );
GetAttachment( 3, posGun, angleGun );
UTIL_Sparks( posGun );
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
m_pBeam->EntsInit( entindex(), entindex() );
m_pBeam->SetColor( 24, 121, 239 );
m_pBeam->SetBrightness( 190 );
m_pBeam->SetScrollRate( 20 );
m_pBeam->SetStartAttachment( 4 );
m_pBeam->SetEndAttachment( 3 );
m_pBeam->DoSparks( tr.vecEndPos, posGun );
m_pBeam->SetFlags( BEAM_FSHADEIN );
m_pBeam->pev->spawnflags = SF_BEAM_SPARKSTART | SF_BEAM_TEMPORARY;
UTIL_Sparks( tr.vecEndPos );
}
return;
}
void CTorch :: KillGas( void )
{
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
return;
}
#define MEDIC_CLIP_SIZE 17
#define MEDIC_CLIP_SIZE_EAGLE 7
#define MEDIC_EAGLE 1 << 0
#define MEDIC_HANDGUN 1 << 1
#define MEDIC_NEEDLE 1 << 2
// Weapon group
#define MEDIC_GUN_GROUP 3
#define MEDIC_GUN_EAGLE 0
#define MEDIC_GUN_PISTOL 1
#define MEDIC_GUN_NEEDLE 2
#define MEDIC_GUN_NONE 3
// Head group
#define MEDIC_HEAD_GROUP 2
enum {
MEDIC_HEAD_WHITE,
MEDIC_HEAD_BLACK,
MEDIC_HEAD_COUNT
};
//=========================================================
// Medic specific animation events
//=========================================================
#define MEDIC_AE_HIDEGUN ( 15)
#define MEDIC_AE_SHOWNEEDLE ( 16)
#define MEDIC_AE_HIDENEEDLE ( 17)
#define MEDIC_AE_SHOWGUN ( 18)
enum
{
TASK_MEDIC_SAY_HEAL = LAST_HGRUNT_ALLY_TASK + 1,
TASK_MEDIC_HEAL,
};
Task_t tlMedicHeal[] =
{
{ TASK_MOVE_TO_TARGET_RANGE, (float)50 }, // Move within 50 of target ent (client)
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_MEDIC_SAY_HEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle
{ TASK_MEDIC_HEAL, (float)0 }, // Put it in the player
{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle
};
Schedule_t slMedicHeal[] =
{
{
tlMedicHeal,
ARRAYSIZE ( tlMedicHeal ),
0, // Don't interrupt or he'll end up running around with a needle all the time
0,
"Heal"
},
};
Task_t tlMedicDrawGun[] =
{
{ TASK_PLAY_SEQUENCE, (float)ACT_DISARM }, // Put away the needle
};
Schedule_t slMedicDrawGun[] =
{
{
tlMedicDrawGun,
ARRAYSIZE ( tlMedicDrawGun ),
0, // Don't interrupt or he'll end up running around with a needle all the time
0,
"DrawGun"
},
};
LINK_ENTITY_TO_CLASS( monster_human_medic_ally, CMedic )
TYPEDESCRIPTION CMedic::m_SaveData[] =
{
DEFINE_FIELD( CMedic, m_flHealCharge, FIELD_FLOAT ),
DEFINE_FIELD( CMedic, m_fDepleteLine, FIELD_BOOLEAN ),
DEFINE_FIELD( CMedic, m_fHealing, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CMedic, CHFGrunt )
DEFINE_CUSTOM_SCHEDULES( CMedic )
{
slMedicHeal,
slMedicDrawGun,
};
IMPLEMENT_CUSTOM_SCHEDULES( CMedic, CHFGrunt )
bool CMedic::Heal( void )
{
if ( !HasHealCharge() || !HasHealTarget() )
return false;
Vector target = m_hTargetEnt->pev->origin - pev->origin;
if ( target.Length() > 100 )
return false;
m_flHealCharge -= m_hTargetEnt->TakeHealth( Q_min(10, m_flHealCharge), DMG_GENERIC );
ALERT(at_aiconsole, "Medic grunt heal charge left: %f\n", m_flHealCharge);
m_fHealing = TRUE;
return true;
}
void CMedic::StartTask(Task_t *pTask)
{
switch( pTask->iTask )
{
case TASK_MEDIC_HEAL:
m_IdealActivity = ACT_MELEE_ATTACK2;
if (Heal())
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "fgrunt/medic_give_shot.wav", 1, ATTN_NORM );
break;
case TASK_MEDIC_SAY_HEAL:
m_hTalkTarget = m_hTargetEnt;
PlaySentence( "MG_HEAL", 2, VOL_NORM, ATTN_IDLE );
TaskComplete();
break;
default:
CHFGrunt::StartTask(pTask);
break;
}
}
void CMedic::RunTask(Task_t *pTask)
{
switch ( pTask->iTask )
{
case TASK_MEDIC_HEAL:
if ( m_fSequenceFinished )
{
if (HasHealTarget() && CheckHealCharge()) {
m_IdealActivity = ACT_MELEE_ATTACK2;
ALERT(at_aiconsole, "Medic continuing healing\n");
Heal();
} else {
TaskComplete();
StopHealing();
}
}
else
{
if ( TargetDistance() > 90 ) {
TaskComplete();
StopHealing();
}
if (m_hTargetEnt != 0)
{
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin );
ChangeYaw( pev->yaw_speed );
}
}
break;
default:
CHFGrunt::RunTask(pTask);
break;
}
}
Schedule_t *CMedic::GetSchedule()
{
if (m_fHealing) {
StopHealing();
}
if ( FBitSet( pev->weapons, MEDIC_EAGLE|MEDIC_HANDGUN ) &&
(GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NEEDLE || GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NONE)) {
return slMedicDrawGun;
}
switch( m_MonsterState )
{
case MONSTERSTATE_IDLE:
case MONSTERSTATE_ALERT:
if ( m_hEnemy == 0 )
{
if (m_hTargetEnt != 0 && m_hTargetEnt->IsPlayer())
{
if ( TargetDistance() <= 128 )
{
if ( CheckHealCharge() && m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health * 0.75 ) {
ALERT(at_aiconsole, "Medic is going to heal a player\n");
return GetScheduleOfType(SCHED_MEDIC_HEAL);
}
}
}
// was called by other ally
else if (HasHealCharge() && HasHealTarget()) {
return GetScheduleOfType(SCHED_MEDIC_HEAL);
}
}
}
return CHFGrunt::GetSchedule();
}
Schedule_t *CMedic::GetScheduleOfType(int Type)
{
switch (Type) {
case SCHED_MEDIC_HEAL:
return slMedicHeal;
default:
return CHFGrunt::GetScheduleOfType(Type);
}
}
void CMedic::StopFollowing(BOOL clearSchedule)
{
if (InHealSchedule() && (m_hTargetEnt != 0 && !m_hTargetEnt->IsPlayer()))
clearSchedule = FALSE;
CHFGrunt::StopFollowing(clearSchedule);
}
void CMedic::SetAnswerQuestion(CTalkMonster *pSpeaker)
{
if (!m_fHealing) {
CTalkMonster::SetAnswerQuestion(pSpeaker);
}
}
void CMedic::Spawn()
{
Precache( );
SpawnHelper("models/hgrunt_medic.mdl", gSkillData.medicHealth);
if (!pev->weapons)
{
pev->weapons |= MEDIC_EAGLE; // some medics on existing maps don't have a weapon selected
}
m_cClipSize = MEDIC_CLIP_SIZE_EAGLE;
if ( FBitSet( pev->weapons, MEDIC_EAGLE ) )
{
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_EAGLE );
}
else if ( FBitSet( pev->weapons, MEDIC_HANDGUN ) )
{
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_PISTOL );
m_cClipSize = MEDIC_CLIP_SIZE;
}
else if ( FBitSet( pev->weapons, MEDIC_NEEDLE ) )
{
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE );
}
m_cAmmoLoaded = m_cClipSize;
if (m_iHead < 0 || m_iHead >= MEDIC_HEAD_COUNT) {
m_iHead = RANDOM_LONG(MEDIC_HEAD_WHITE, MEDIC_HEAD_BLACK);
}
SetBodygroup(MEDIC_HEAD_GROUP, m_iHead);
m_flHealCharge = gSkillData.medicHeal;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
void CMedic::Precache()
{
PRECACHE_MODEL("models/hgrunt_medic.mdl");
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
PRECACHE_SOUND("weapons/pl_gun3.wav");
PRECACHE_SOUND("fgrunt/medic_give_shot.wav");
PRECACHE_SOUND("fgrunt/medical.wav");
PrecacheHelper();
TalkInit();
if (m_iHead == MEDIC_HEAD_BLACK)
m_voicePitch = 95;
else
m_voicePitch = 105;
CTalkMonster::Precache();
}
void CMedic::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch ( pEvent->event )
{
case MEDIC_AE_SHOWNEEDLE:
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE );
break;
case MEDIC_AE_SHOWGUN:
if ( FBitSet( pev->weapons, MEDIC_EAGLE ) )
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_EAGLE );
else if ( FBitSet( pev->weapons, MEDIC_HANDGUN ) )
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_PISTOL );
else
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NEEDLE );
break;
case MEDIC_AE_HIDENEEDLE:
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE );
break;
case MEDIC_AE_HIDEGUN:
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE );
break;
case HGRUNT_ALLY_AE_DROP_GUN:
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) )
{
DropMyItems(FALSE);
}
break;
case HGRUNT_ALLY_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_reload.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_ALLY_AE_BURST1:
{
if (FBitSet(pev->weapons, MEDIC_EAGLE)) {
FirePistol("weapons/desert_eagle_fire.wav", BULLET_MONSTER_357);
} else if (FBitSet(pev->weapons, MEDIC_HANDGUN)) {
FirePistol("weapons/pl_gun3.wav", BULLET_MONSTER_9MM);
}
}
break;
case HGRUNT_ALLY_AE_BURST2:
case HGRUNT_ALLY_AE_BURST3:
break;
case HGRUNT_ALLY_AE_KICK:
{
KickImpl(gSkillData.medicDmgKick);
}
break;
default:
CHFGrunt::HandleAnimEvent(pEvent);
break;
}
}
BOOL CMedic::CheckRangeAttack1(float flDot, float flDist)
{
return FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && CHFGrunt::CheckRangeAttack1(flDot, flDist);
}
BOOL CMedic::CheckRangeAttack2(float flDot, float flDist)
{
return FALSE;
}
void CMedic::GibMonster()
{
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && GetBodygroup(MEDIC_GUN_GROUP) != MEDIC_GUN_NONE )
{// throw a gun if the grunt has one
DropMyItems(TRUE);
}
CTalkMonster::GibMonster();
}
void CMedic::DropMyItems(BOOL isGibbed)
{
if (!isGibbed) {
SetBodygroup( MEDIC_GUN_GROUP, MEDIC_GUN_NONE );
}
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
if (FBitSet(pev->weapons, MEDIC_EAGLE))
DropMyItem("weapon_eagle", vecGunPos, vecGunAngles, isGibbed);
else if (FBitSet(pev->weapons, MEDIC_HANDGUN)) {
DropMyItem("weapon_9mmhandgun", vecGunPos, vecGunAngles, isGibbed);
}
}
void CMedic::FirePistol(const char *shotSound , Bullet bullet)
{
UTIL_MakeVectors( pev->angles );
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
pev->effects = EF_MUZZLEFLASH;
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, bullet );
int pitchShift = RANDOM_LONG( 0, 20 );
// Only shift about half the time
if( pitchShift > 10 )
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, shotSound, 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
m_cAmmoLoaded--;// take away a bullet!
}
void CMedic::StartFollowingHealTarget(CBaseEntity *pTarget)
{
if( m_pCine )
m_pCine->CancelScript();
if( m_hEnemy != 0 )
m_IdealMonsterState = MONSTERSTATE_ALERT;
m_hTargetEnt = pTarget;
ClearConditions( bits_COND_CLIENT_PUSH );
ClearSchedule();
ChangeSchedule(GetScheduleOfType(SCHED_MEDIC_HEAL));
ALERT(at_aiconsole, "Medic started to follow injured %s\n", STRING(pTarget->pev->classname));
}
void CMedic::StopHealing()
{
m_fHealing = FALSE;
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM );
if (m_hTargetEnt != 0 && !m_hTargetEnt->IsPlayer()) {
if(m_movementGoal & MOVEGOAL_TARGETENT)
RouteClear(); // Stop him from walking toward the player
m_hTargetEnt = 0;
if( m_hEnemy != 0 )
m_IdealMonsterState = MONSTERSTATE_COMBAT;
}
}
CBaseEntity* CMedic::HealTarget()
{
if (m_hTargetEnt != 0 && m_hTargetEnt->IsAlive() && (m_hTargetEnt->pev->health < m_hTargetEnt->pev->max_health) &&
((m_hTargetEnt->MyMonsterPointer() && IRelationship(m_hTargetEnt) < R_DL) || m_hTargetEnt->IsPlayer())) {
return m_hTargetEnt;
}
return 0;
}
bool CMedic::CheckHealCharge()
{
if ( !HasHealCharge() )
{
if ( !m_fDepleteLine )
{
PlaySentence( "MG_NOTHEAL", 2, VOL_NORM, ATTN_IDLE );
m_fDepleteLine = TRUE;
}
return false;
}
return true;
}
bool CMedic::ReadyToHeal()
{
if( m_MonsterState == MONSTERSTATE_SCRIPT )
{
if( !m_pCine )
return false;
if( !m_pCine->CanInterrupt() )
return false;
}
if( !IsAlive() )
return false;
return HasHealCharge() && !InHealSchedule();
}
bool CMedic::InHealSchedule()
{
return m_pSchedule == slMedicHeal;
}