Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// hgrunt
//=========================================================
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "hgrunt.h"
int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
extern DLL_GLOBAL int g_iSkillLevel;
LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt )
TYPEDESCRIPTION CHGrunt::m_SaveData[] =
{
DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ),
//DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
DEFINE_FIELD( CHGrunt, m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( CHGrunt, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( CHGrunt, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CHGrunt, m_voicePitch, FIELD_INTEGER ),
//DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
//DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster )
const char *CHGrunt::pGruntSentences[] =
{
"HG_GREN", // grenade scared grunt
"HG_ALERT", // sees player
"HG_MONSTER", // sees monster
"HG_COVER", // running to cover
"HG_THROW", // about to throw grenade
"HG_CHARGE", // running out to get the enemy
"HG_TAUNT", // say rude things
};
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
//=========================================================
void CHGrunt::SpeakSentence( void )
{
if( m_iSentence == HGRUNT_SENT_NONE )
{
// no sentence cued up.
return;
}
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), pGruntSentences[m_iSentence], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
}
//=========================================================
// IRelationship - overridden because Black Ops are
// Human Grunt's nemesis.
//=========================================================
int CHGrunt::IRelationship( CBaseEntity *pTarget )
{
if( FClassnameIs( pTarget->pev, "monster_male_assassin" ) || FClassnameIs( pTarget->pev, "monster_blkop_apache" ) || FClassnameIs( pTarget->pev, "monster_human_assassin" ) )
{
return R_NM;
}
return CSquadMonster::IRelationship( pTarget );
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CHGrunt::GibMonster( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if( GetBodygroup( 2 ) != 2 )
{
// throw a gun if the grunt has one
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun;
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
{
pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else
{
pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
}
if( pGun )
{
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 );
}
if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
{
pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles );
if ( pGun )
{
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 );
}
}
}
CBaseMonster::GibMonster();
}
//=========================================================
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CHGrunt::ISoundMask( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CHGrunt::FOkToSpeak( void )
{
// if someone else is talking, don't speak
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
return FALSE;
if( pev->spawnflags & SF_MONSTER_GAG )
{
if( m_MonsterState != MONSTERSTATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE;
}
}
// if player is not in pvs, don't speak
//if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
// return FALSE;
return TRUE;
}
//=========================================================
//=========================================================
void CHGrunt::JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 1.5f, 2.0f );
m_iSentence = HGRUNT_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CHGrunt::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 > 5.0f )
{
// been a while since we've seen the enemy
MySquadLeader()->m_fEnemyEluded = TRUE;
}
}
}
}
//=========================================================
// 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 CHGrunt::FCanCheckAttacks( void )
{
if( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CHGrunt::CheckMeleeAttack1( float flDot, float flDist )
{
CBaseMonster *pEnemy = 0;
if( m_hEnemy != 0 )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if( !pEnemy )
{
return FALSE;
}
if( flDist <= 64.0f && flDot >= 0.7f &&
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 CHGrunt::CheckRangeAttack1( float flDot, float flDist )
{
if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048.0f && flDot >= 0.5f && NoFriendlyFire() )
{
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 == 1.0f )
{
return TRUE;
}
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CHGrunt::CheckRangeAttack2( float flDot, float flDist )
{
if( !FBitSet( pev->weapons, ( HGRUNT_HANDGRENADE | HGRUNT_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, HGRUNT_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.hgruntGrenadeSpeed ) * m_hEnemy->pev->velocity;
}
// are any of my squad members near the intended grenade impact area?
if( InSquad() )
{
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;
}
}
if( ( vecTarget - pev->origin ).Length2D() <= 256.0f )
{
// 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, HGRUNT_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 + 1.0f; // one full second.
}
}
else
{
Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 );
if( vecToss != g_vecZero )
{
m_vecTossVelocity = vecToss;
// throw a hand grenade
m_fThrowGrenade = TRUE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 0.3f; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->time + 1.0f; // one full second.
}
}
return m_fThrowGrenade;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
// check for helmet shot
if( ptr->iHitgroup == 11 )
{
// make sure we're wearing one
if( GetBodygroup( 1 ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) )
{
// absorb damage
flDamage -= 20;
if( flDamage <= 0 )
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01f;
}
}
// it's head shot anyways
ptr->iHitgroup = HITGROUP_HEAD;
}
CSquadMonster::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 CHGrunt::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
Forget( bits_MEMORY_INCOVER );
return CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHGrunt::SetYawSpeed( void )
{
int ys;
switch( m_Activity )
{
case ACT_IDLE:
ys = 150;
break;
case ACT_RUN:
ys = 150;
break;
case ACT_WALK:
ys = 180;
break;
case ACT_RANGE_ATTACK1:
ys = 120;
break;
case ACT_RANGE_ATTACK2:
ys = 120;
break;
case ACT_MELEE_ATTACK1:
ys = 120;
break;
case ACT_MELEE_ATTACK2:
ys = 120;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 180;
break;
case ACT_GLIDE:
case ACT_FLY:
ys = 30;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
void CHGrunt::IdleSound( void )
{
if( FOkToSpeak() && ( g_fGruntQuestion || RANDOM_LONG( 0, 1 ) ) )
{
if( !g_fGruntQuestion )
{
// ask question or make statement
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
// check in
SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
g_fGruntQuestion = 1;
break;
case 1:
// question
SENTENCEG_PlayRndSz( ENT( pev ), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
g_fGruntQuestion = 2;
break;
case 2:
// statement
SENTENCEG_PlayRndSz( ENT( pev ), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
break;
}
}
else
{
switch( g_fGruntQuestion )
{
case 1:
// check in
SENTENCEG_PlayRndSz( ENT( pev ), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
break;
case 2:
// question
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch );
break;
}
g_fGruntQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CHGrunt::CheckAmmo( void )
{
if( m_cAmmoLoaded <= 0 )
{
SetConditions( bits_COND_NO_AMMO_LOADED );
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHGrunt::Classify( void )
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
//=========================================================
CBaseEntity *CHGrunt::Kick( void )
{
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5f;
Vector vecEnd = vecStart + ( gpGlobals->v_forward * 70 );
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
if( tr.pHit )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
return pEntity;
}
return NULL;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CHGrunt::GetGunPosition()
{
if( m_fStanding )
{
return pev->origin + Vector( 0, 0, 60 );
}
else
{
return pev->origin + Vector( 0, 0, 48 );
}
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt::Shoot( void )
{
if( m_hEnemy == 0 )
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
UTIL_MakeVectors( pev->angles );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 );
EjectBrass( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL );
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt::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.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_AE_DROP_GUN:
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( GUN_GROUP, GUN_NONE );
// now spawn a gun.
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
{
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else
{
DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
}
if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
{
DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles );
}
}
break;
case HGRUNT_AE_RELOAD:
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions( bits_COND_NO_AMMO_LOADED );
break;
case HGRUNT_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_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_HARD )
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2.0f, 5.0f );// wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals->time + 6.0f;// wait six seconds before even looking again to see if a grenade can be thrown.
}
break;
case HGRUNT_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_AE_BURST1:
{
if( FBitSet( pev->weapons, HGRUNT_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
{
Shotgun();
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM );
}
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case HGRUNT_AE_BURST2:
case HGRUNT_AE_BURST3:
Shoot();
break;
case HGRUNT_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
}
}
break;
case HGRUNT_AE_CAUGHT_ENEMY:
{
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
}
break;
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHGrunt::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/hgrunt.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
pev->health = gSkillData.hgruntHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = HGRUNT_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector( 0, 0, 55 );
if( pev->weapons == 0 )
{
// initialize to original values
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE;
// pev->weapons = HGRUNT_SHOTGUN;
// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
}
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
{
SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
m_cClipSize = 8;
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
if( RANDOM_LONG( 0, 99 ) < 80 )
pev->skin = 0; // light skin
else
pev->skin = 1; // dark skin
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
{
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN );
}
else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
{
SetBodygroup( HEAD_GROUP, HEAD_M203 );
pev->skin = 1; // alway dark skin
}
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHGrunt::Precache()
{
PRECACHE_MODEL( "models/hgrunt.mdl" );
PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" );
PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" );
PRECACHE_SOUND( "hgrunt/gr_die1.wav" );
PRECACHE_SOUND( "hgrunt/gr_die2.wav" );
PRECACHE_SOUND( "hgrunt/gr_die3.wav" );
PRECACHE_SOUND( "hgrunt/gr_pain1.wav" );
PRECACHE_SOUND( "hgrunt/gr_pain2.wav" );
PRECACHE_SOUND( "hgrunt/gr_pain3.wav" );
PRECACHE_SOUND( "hgrunt/gr_pain4.wav" );
PRECACHE_SOUND( "hgrunt/gr_pain5.wav" );
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
PRECACHE_SOUND( "hgrunt/gr_reload1.wav" );
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event
// get voice pitch
if( RANDOM_LONG( 0, 1 ) )
m_voicePitch = 109 + RANDOM_LONG( 0, 7 );
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
m_iShotgunShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );
}
//=========================================================
// start task
//=========================================================
void CHGrunt::StartTask( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch( pTask->iTask )
{
case TASK_GRUNT_CHECK_FIRE:
if( !NoFriendlyFire() )
{
SetConditions( bits_COND_GRUNT_NOFIRE );
}
TaskComplete();
break;
case TASK_GRUNT_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// grunt no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER );
CSquadMonster::StartTask( pTask );
break;
case TASK_RELOAD:
m_IdealActivity = ACT_RELOAD;
break;
case TASK_GRUNT_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
CSquadMonster::StartTask( pTask );
if( pev->movetype == MOVETYPE_FLY )
{
m_IdealActivity = ACT_GLIDE;
}
break;
default:
CSquadMonster::StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CHGrunt::RunTask( Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_GRUNT_FACE_TOSS_DIR:
{
// project a point along the toss vector and turn to face that point.
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 );
ChangeYaw( pev->yaw_speed );
if( FacingIdeal() )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
break;
}
default:
{
CSquadMonster::RunTask( pTask );
break;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CHGrunt::PainSound( void )
{
if( gpGlobals->time > m_flNextPainTime )
{
#if 0
if( RANDOM_LONG( 0, 99 ) < 5 )
{
// pain sentences are rare
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM );
JustSpoke();
return;
}
}
#endif
switch( RANDOM_LONG( 0, 6 ) )
{
case 0:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHGrunt::DeathSound( void )
{
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// GruntFail
//=========================================================
Task_t tlGruntFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slGruntFail[] =
{
{
tlGruntFail,
ARRAYSIZE( tlGruntFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"Grunt Fail"
},
};
//=========================================================
// Grunt Combat Fail
//=========================================================
Task_t tlGruntCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slGruntCombatFail[] =
{
{
tlGruntCombatFail,
ARRAYSIZE( tlGruntCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Grunt Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlGruntVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
};
Schedule_t slGruntVictoryDance[] =
{
{
tlGruntVictoryDance,
ARRAYSIZE( tlGruntVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"GruntVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlGruntEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_GRUNT_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slGruntEstablishLineOfFire[] =
{
{
tlGruntEstablishLineOfFire,
ARRAYSIZE( tlGruntEstablishLineOfFire ),
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,
"GruntEstablishLineOfFire"
},
};
//=========================================================
// GruntFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlGruntFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL1 },
};
Schedule_t slGruntFoundEnemy[] =
{
{
tlGruntFoundEnemy,
ARRAYSIZE( tlGruntFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntFoundEnemy"
},
};
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlGruntCombatFace1[] =
{
{ 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_GRUNT_SWEEP },
};
Schedule_t slGruntCombatFace[] =
{
{
tlGruntCombatFace1,
ARRAYSIZE( tlGruntCombatFace1 ),
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 grunt gets hurt.
//=========================================================
Task_t tlGruntSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0},
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntSignalSuppress[] =
{
{
tlGruntSignalSuppress,
ARRAYSIZE( tlGruntSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlGruntSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntSuppress[] =
{
{
tlGruntSuppress,
ARRAYSIZE( tlGruntSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"
},
};
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlGruntWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slGruntWaitInCover[] =
{
{
tlGruntWaitInCover,
ARRAYSIZE( tlGruntWaitInCover ),
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,
"GruntWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlGruntTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_GRUNT_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_GRUNT_WAIT_FACE_ENEMY },
};
Schedule_t slGruntTakeCover[] =
{
{
tlGruntTakeCover1,
ARRAYSIZE ( tlGruntTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntGrenadeCover1[] =
{
{ 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_GRUNT_WAIT_FACE_ENEMY },
};
Schedule_t slGruntGrenadeCover[] =
{
{
tlGruntGrenadeCover1,
ARRAYSIZE( tlGruntGrenadeCover1 ),
0,
0,
"GrenadeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntTossGrenadeCover1[] =
{
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK2, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
};
Schedule_t slGruntTossGrenadeCover[] =
{
{
tlGruntTossGrenadeCover1,
ARRAYSIZE( tlGruntTossGrenadeCover1 ),
0,
0,
"TossGrenadeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlGruntTakeCoverFromBestSound[] =
{
{ 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 slGruntTakeCoverFromBestSound[] =
{
{
tlGruntTakeCoverFromBestSound,
ARRAYSIZE( tlGruntTakeCoverFromBestSound ),
0,
0,
"GruntTakeCoverFromBestSound"
},
};
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlGruntHideReload[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
};
Schedule_t slGruntHideReload[] =
{
{
tlGruntHideReload,
ARRAYSIZE( tlGruntHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlGruntSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slGruntSweep[] =
{
{
tlGruntSweep,
ARRAYSIZE( tlGruntSweep ),
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,
"Grunt 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 tlGruntRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntRangeAttack1A[] =
{
{
tlGruntRangeAttack1A,
ARRAYSIZE( tlGruntRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_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 tlGruntRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_IDLE_ANGRY },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntRangeAttack1B[] =
{
{
tlGruntRangeAttack1B,
ARRAYSIZE( tlGruntRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_GRUNT_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 tlGruntRangeAttack2[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_GRUNT_FACE_TOSS_DIR, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
};
Schedule_t slGruntRangeAttack2[] =
{
{
tlGruntRangeAttack2,
ARRAYSIZE( tlGruntRangeAttack2 ),
0,
0,
"RangeAttack2"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlGruntRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slGruntRepel[] =
{
{
tlGruntRepel,
ARRAYSIZE( tlGruntRepel ),
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 tlGruntRepelAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
};
Schedule_t slGruntRepelAttack[] =
{
{
tlGruntRepelAttack,
ARRAYSIZE( tlGruntRepelAttack ),
bits_COND_ENEMY_OCCLUDED,
0,
"Repel Attack"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlGruntRepelLand[] =
{
{ 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 slGruntRepelLand[] =
{
{
tlGruntRepelLand,
ARRAYSIZE( tlGruntRepelLand ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel Land"
},
};
DEFINE_CUSTOM_SCHEDULES( CHGrunt )
{
slGruntFail,
slGruntCombatFail,
slGruntVictoryDance,
slGruntEstablishLineOfFire,
slGruntFoundEnemy,
slGruntCombatFace,
slGruntSignalSuppress,
slGruntSuppress,
slGruntWaitInCover,
slGruntTakeCover,
slGruntGrenadeCover,
slGruntTossGrenadeCover,
slGruntTakeCoverFromBestSound,
slGruntHideReload,
slGruntSweep,
slGruntRangeAttack1A,
slGruntRangeAttack1B,
slGruntRangeAttack2,
slGruntRepel,
slGruntRepelAttack,
slGruntRepelLand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster )
//=========================================================
// SetActivity
//=========================================================
void CHGrunt::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, HGRUNT_9MMAR ) )
{
if( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
}
else
{
if( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_shotgun" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_shotgun" );
}
}
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 & HGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
}
else
{
// get launch anim
iSequence = LookupSequence( "launchgrenade" );
}
break;
case ACT_RUN:
if( pev->health <= HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity( ACT_RUN_HURT );
}
else
{
iSequence = LookupActivity( NewActivity );
}
break;
case ACT_WALK:
if( pev->health <= HGRUNT_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity( ACT_WALK_HURT );
}
else
{
iSequence = LookupActivity( NewActivity );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity( NewActivity );
break;
default:
iSequence = LookupActivity( NewActivity );
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if( pev->sequence != iSequence || !m_fSequenceLoops )
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo();
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT( at_console, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CHGrunt::GetSchedule( void )
{
// clear old sentence
m_iSentence = HGRUNT_SENT_NONE;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
{
if( pev->flags & FL_ONGROUND )
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType( SCHED_GRUNT_REPEL_LAND );
}
else
{
// repel down a rope,
if( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK );
else
return GetScheduleOfType( SCHED_GRUNT_REPEL );
}
}
// grunts place HIGH priority on running away from danger sounds.
if( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if( pSound )
{
if( pSound->m_iType & bits_SOUND_DANGER )
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
/*
if( !HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
{
MakeIdealYaw( pSound->m_vecOrigin );
}
*/
}
}
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
// new enemy
if( HasConditions( bits_COND_NEW_ENEMY ) )
{
if( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if( !IsLeader() )
{
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) )
{
if( ( m_hEnemy != 0 ) && m_hEnemy->IsPlayer() )
// player
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
else if( ( m_hEnemy != 0 ) &&
( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) &&
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) &&
( m_hEnemy->Classify() != CLASS_MACHINE ) )
// monster
SENTENCEG_PlayRndSz( ENT( pev ), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_GRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType( SCHED_GRUNT_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_GRUNT_COVER_AND_RELOAD );
}
// damaged just a little
else if( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
// if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG( 0, 99 );
if( iPercent <= 90 && m_hEnemy != 0 )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) )
{
//SENTENCEG_PlayRndSz( ENT( pev ), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
m_iSentence = HGRUNT_SENT_COVER;
//JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
}
// can kick
else if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
}
// can grenade launch
else if( FBitSet( pev->weapons, HGRUNT_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_GRUNT_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 ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) )
{
//SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
m_iSentence = HGRUNT_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if( FOkToSpeak() && RANDOM_LONG( 0, 1 ) )
{
SENTENCEG_PlayRndSz( ENT( pev ), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
break;
default:
break;
}
// no special cases here, call the base class
return CSquadMonster::GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t *CHGrunt::GetScheduleOfType( int Type )
{
switch( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if( InSquad() )
{
if( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
JustSpoke();
}
return slGruntTossGrenadeCover;
}
else
{
return &slGruntTakeCover[0];
}
}
else
{
if( RANDOM_LONG( 0, 1 ) )
{
return &slGruntTakeCover[0];
}
else
{
return &slGruntGrenadeCover[0];
}
}
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slGruntTakeCoverFromBestSound[0];
}
case SCHED_GRUNT_TAKECOVER_FAILED:
{
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
return GetScheduleOfType( SCHED_FAIL );
}
break;
case SCHED_GRUNT_ELOF_FAIL:
{
// human grunt is unable to move to a position that allows him to attack the enemy.
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE:
{
return &slGruntEstablishLineOfFire[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 &slGruntRangeAttack1B[0];
else
return &slGruntRangeAttack1A[0];
}
case SCHED_RANGE_ATTACK2:
{
return &slGruntRangeAttack2[0];
}
case SCHED_COMBAT_FACE:
{
return &slGruntCombatFace[0];
}
case SCHED_GRUNT_WAIT_FACE_ENEMY:
{
return &slGruntWaitInCover[0];
}
case SCHED_GRUNT_SWEEP:
{
return &slGruntSweep[0];
}
case SCHED_GRUNT_COVER_AND_RELOAD:
{
return &slGruntHideReload[0];
}
case SCHED_GRUNT_FOUND_ENEMY:
{
return &slGruntFoundEnemy[0];
}
case SCHED_VICTORY_DANCE:
{
if( InSquad() )
{
if( !IsLeader() )
{
return &slGruntFail[0];
}
}
return &slGruntVictoryDance[0];
}
case SCHED_GRUNT_SUPPRESS:
{
if( m_hEnemy->IsPlayer() && m_fFirstEncounter )
{
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
return &slGruntSignalSuppress[0];
}
else
{
return &slGruntSuppress[0];
}
}
case SCHED_FAIL:
{
if( m_hEnemy != 0 )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return &slGruntCombatFail[0];
}
return &slGruntFail[0];
}
case SCHED_GRUNT_REPEL:
{
if( pev->velocity.z > -128 )
pev->velocity.z -= 32;
return &slGruntRepel[0];
}
case SCHED_GRUNT_REPEL_ATTACK:
{
if( pev->velocity.z > -128 )
pev->velocity.z -= 32;
return &slGruntRepelAttack[0];
}
case SCHED_GRUNT_REPEL_LAND:
{
return &slGruntRepelLand[0];
}
default:
{
return CSquadMonster::GetScheduleOfType( Type );
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CHGruntRepel : public CBaseMonster
{
public:
void Spawn(void);
void Precache(void);
void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
int m_iSpriteTexture; // Don't save, precache
};
LINK_ENTITY_TO_CLASS( monster_grunt_repel, CHGruntRepel )
void CHGruntRepel::Spawn( void )
{
Precache();
pev->solid = SOLID_NOT;
SetUse( &CHGruntRepel::RepelUse );
}
void CHGruntRepel::Precache( void )
{
UTIL_PrecacheOther( "monster_human_grunt" );
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
}
void CHGruntRepel::RepelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0 ), dont_ignore_monsters, ENT( pev ), &tr );
/*
if( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP )
return NULL;
*/
CBaseEntity *pEntity = Create( "monster_human_grunt", pev->origin, pev->angles );
CBaseMonster *pGrunt = pEntity->MyMonsterPointer();
pGrunt->pev->movetype = MOVETYPE_FLY;
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
pGrunt->SetActivity( ACT_GLIDE );
// UNDONE: position?
pGrunt->m_vecLastPosition = tr.vecEndPos;
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
pBeam->PointEntInit( pev->origin + Vector( 0, 0, 112 ), pGrunt->entindex() );
pBeam->SetFlags( BEAM_FSOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( &CBaseEntity::SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pGrunt->pev->velocity.z + 0.5f;
UTIL_Remove( this );
}
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CDeadHGrunt : public CBaseMonster
{
public:
void Spawn( void );
int Classify( void ) { return CLASS_HUMAN_MILITARY; }
void KeyValue( KeyValueData *pkvd );
int m_iPose;// which sequence to display -- temporary, don't need to save
static const char *m_szPoses[3];
};
const char *CDeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadHGrunt::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "pose" ) )
{
m_iPose = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS( monster_hgrunt_dead, CDeadHGrunt )
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadHGrunt::Spawn( void )
{
PRECACHE_MODEL( "models/hgrunt.mdl" );
SET_MODEL( ENT( pev ), "models/hgrunt.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 hgrunt with bad pose\n" );
}
// Corpses have less health
pev->health = 8;
// map old bodies onto new bodies
switch( pev->body )
{
case 0:
// Grunt with Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
SetBodygroup( GUN_GROUP, GUN_MP5 );
break;
case 1:
// Commander with Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
SetBodygroup( GUN_GROUP, GUN_MP5 );
break;
case 2:
// Grunt no Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
SetBodygroup( GUN_GROUP, GUN_NONE );
break;
case 3:
// Commander no Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
SetBodygroup( GUN_GROUP, GUN_NONE );
break;
}
MonsterInitDead();
}