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663 lines
16 KiB
663 lines
16 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// Hit groups! |
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//========================================================= |
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/* |
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1 - Head |
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2 - Stomach |
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3 - Gun |
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*/ |
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#include "extdll.h" |
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#include "plane.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "animation.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "hgrunt.h" |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define TERRORIST_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define TERRORIST_VOL 0.35 // volume of grunt sounds |
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#define TERRORIST_ATTN ATTN_NORM // attenutation of grunt sentences |
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#define TERRORIST_LIMP_HEALTH 20 |
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#define TERRORIST_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. |
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#define TERRORIST_NUM_HEADS 2 // how many grunt heads are there? |
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#define TERRORIST_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define TERRORIST_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences |
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#define TERROR_AK47 ( 1 << 0) |
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#define TERROR_HANDGRENADE ( 1 << 1) |
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#define TERROR_GRENADELAUNCHER ( 1 << 2) |
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#define TERROR_SHOTGUN ( 1 << 3) |
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#define HEAD_GROUP 0 |
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#define HEAD_GRUNT 0 |
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#define HEAD_COMMANDER 1 |
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#define HEAD_SHOTGUN 2 |
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#define HEAD_M203 3 |
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#define GUN_GROUP 1 |
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#define GUN_MP5 0 |
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#define GUN_SHOTGUN 1 |
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#define GUN_NONE 2 |
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enum |
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{ |
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TERROR_SENT_NONE = -1, |
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TERROR_SENT_GREN = 0, |
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TERROR_SENT_ALERT, |
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TERROR_SENT_MONSTER, |
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TERROR_SENT_COVER, |
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TERROR_SENT_THROW, |
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TERROR_SENT_CHARGE, |
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TERROR_SENT_TAUNT, |
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}; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define TERROR_AE_RELOAD ( 2 ) |
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#define TERROR_AE_KICK ( 3 ) |
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#define TERROR_AE_BURST1 ( 4 ) |
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#define TERROR_AE_BURST2 ( 5 ) |
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#define TERROR_AE_BURST3 ( 6 ) |
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#define TERROR_AE_GREN_TOSS ( 7 ) |
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#define TERROR_AE_GREN_LAUNCH ( 8 ) |
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#define TERROR_AE_GREN_DROP ( 9 ) |
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#define TERROR_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define TERROR_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5. |
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// |
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// Terrorist special flags. |
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// |
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#define TF_HUMAN_SENTRY 1 |
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extern Schedule_t slGruntCombatFail[]; |
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extern Schedule_t slGruntEstablishLineOfFire[]; |
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extern Schedule_t slGruntTakeCover[]; |
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extern Schedule_t slGruntGrenadeCover[]; |
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extern Schedule_t slGruntTossGrenadeCover[]; |
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extern Schedule_t slGruntTakeCoverFromBestSound[]; |
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extern Schedule_t slGruntHideReload[]; |
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extern Schedule_t slGruntRangeAttack1A[]; |
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extern Schedule_t slGruntRangeAttack1B[]; |
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//========================================================= |
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// Terrorist |
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//========================================================= |
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class CTerrorist : public CHGrunt |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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void HandleAnimEvent(MonsterEvent_t* pEvent); |
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void Killed(entvars_t *pevAttacker, int iGib); |
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void Shoot(Vector vecSpread, int iBulletType); |
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void ShootAK47(Vector vecSpread); |
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void DeathSound(void); |
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void PainSound(void); |
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void GibMonster(void); |
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BOOL IsHumanSentry() const; |
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BOOL HasWeapon(); |
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void DropWeapon(Vector vecVelocity = g_vecZero, Vector angVelocity = g_vecZero); |
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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Schedule_t *GetScheduleOfType(int Type); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static const char *pPainSounds[]; |
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static const char *pDeathSounds[]; |
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static const char *pBurstSounds[]; |
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int m_iTerrorFlags; |
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BOOL m_bHasWeapon; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_terrorist, CTerrorist); |
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LINK_ENTITY_TO_CLASS(monster_human_sentry, CTerrorist); |
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TYPEDESCRIPTION CTerrorist::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CTerrorist, m_iTerrorFlags, FIELD_INTEGER), |
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DEFINE_FIELD(CTerrorist, m_bHasWeapon, FIELD_BOOLEAN), |
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}; |
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IMPLEMENT_SAVERESTORE(CTerrorist, CHGrunt); |
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const char *CTerrorist::pPainSounds[] = |
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{ |
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"hgrunt/gr_pain1.wav", |
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"hgrunt/gr_pain2.wav", |
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"hgrunt/gr_pain3.wav", |
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"hgrunt/gr_pain4.wav", |
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"hgrunt/gr_pain5.wav", |
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}; |
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const char *CTerrorist::pDeathSounds[] = |
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{ |
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"hgrunt/gr_die1.wav", |
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"hgrunt/gr_die2.wav", |
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"hgrunt/gr_die3.wav", |
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}; |
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const char *CTerrorist::pBurstSounds[] = |
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{ |
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"weapons/hks1.wav", |
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"weapons/hks2.wav", |
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"weapons/hks3.wav", |
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}; |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CTerrorist::Shoot(Vector vecSpread, int iBulletType) |
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{ |
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if( m_hEnemy == 0 ) |
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{ |
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return; |
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} |
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Vector vecShootOrigin = GetGunPosition(); |
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Vector vecShootDir = ShootAtEnemy(vecShootOrigin); |
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UTIL_MakeVectors(pev->angles); |
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); |
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EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); |
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FireBullets(1, vecShootOrigin, vecShootDir, vecSpread, 2048, iBulletType); // shoot +-5 degrees |
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pev->effects |= EF_MUZZLEFLASH; |
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m_cAmmoLoaded--;// take away a bullet! |
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Vector angDir = UTIL_VecToAngles(vecShootDir); |
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SetBlending(0, angDir.x); |
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} |
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//========================================================= |
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// ShootAK47 |
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//========================================================= |
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void CTerrorist::ShootAK47(Vector vecSpread) |
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{ |
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Shoot(VECTOR_CONE_10DEGREES, BULLET_MONSTER_MP5); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBurstSounds), 1, ATTN_NORM); |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CTerrorist::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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Vector vecShootDir; |
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Vector vecShootOrigin; |
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switch (pEvent->event) |
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{ |
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case TERROR_AE_DROP_GUN: |
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{ |
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if (HasWeapon()) |
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{ |
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DropWeapon(); |
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} |
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break; |
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} |
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case TERROR_AE_BURST1: |
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{ |
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if (FBitSet(pev->weapons, TERROR_AK47)) |
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{ |
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ShootAK47( VECTOR_CONE_10DEGREES ); |
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} |
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else |
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{ |
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Shotgun(); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM); |
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} |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3); |
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} |
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break; |
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case TERROR_AE_BURST2: |
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case TERROR_AE_BURST3: |
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ShootAK47( VECTOR_CONE_10DEGREES ); |
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break; |
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default: |
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CHGrunt::HandleAnimEvent(pEvent); |
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break; |
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} |
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} |
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void CTerrorist::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_NONE); |
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CHGrunt::Killed(pevAttacker, iGib); |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CTerrorist::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/terrorist.mdl"); |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->effects = 0; |
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pev->health = gSkillData.hgruntHealth; |
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_flNextGrenadeCheck = gpGlobals->time + 1; |
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m_flNextPainTime = gpGlobals->time; |
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m_iSentence = TERROR_SENT_NONE; |
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m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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m_fEnemyEluded = FALSE; |
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m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. |
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m_HackedGunPos = Vector(0, 0, 55); |
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m_bHasWeapon = TRUE; |
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if (pev->weapons == 0) |
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{ |
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// initialize to original values |
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pev->weapons = TERROR_AK47 | TERROR_HANDGRENADE; |
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} |
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// Prevent terrorist from using grenade launchers. |
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pev->weapons &= ~TERROR_GRENADELAUNCHER; |
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if (FBitSet(pev->weapons, TERROR_SHOTGUN)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_SHOTGUN); |
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m_cClipSize = SHOTGUN_MAX_CLIP; |
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} |
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else |
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{ |
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m_cClipSize = TERRORIST_CLIP_SIZE; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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m_iTerrorFlags = 0; |
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if (FClassnameIs(pev, "monster_human_sentry")) |
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{ |
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m_iTerrorFlags |= TF_HUMAN_SENTRY; |
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} |
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CTalkMonster::g_talkWaitTime = 0; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CTerrorist::Precache() |
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{ |
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PRECACHE_MODEL("models/terrorist.mdl"); |
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PRECACHE_SOUND_ARRAY( pPainSounds ); |
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PRECACHE_SOUND_ARRAY( pDeathSounds ); |
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PRECACHE_SOUND_ARRAY( pBurstSounds ); |
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PRECACHE_SOUND("hgrunt/gr_reload1.wav"); |
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PRECACHE_SOUND("weapons/sbarrel1.wav"); |
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
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// get voice pitch |
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if (RANDOM_LONG(0, 1)) |
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m_voicePitch = 109 + RANDOM_LONG(0, 7); |
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else |
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m_voicePitch = 100; |
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m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell |
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m_iShotgunShell = PRECACHE_MODEL("models/shotgunshell.mdl"); |
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} |
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//========================================================= |
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// GibMonster - make gun fly through the air. |
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//========================================================= |
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void CTerrorist::GibMonster(void) |
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{ |
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if (HasWeapon() ) |
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{ |
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Vector velocity = Vector(RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(200, 300)); |
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Vector angVelocity = Vector(0, RANDOM_FLOAT(200, 400), 0); |
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DropWeapon(velocity, angVelocity); |
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} |
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CBaseMonster::GibMonster(); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CTerrorist::PainSound(void) |
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{ |
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if (gpGlobals->time > m_flNextPainTime) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM); |
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m_flNextPainTime = gpGlobals->time + 1; |
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} |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CTerrorist::DeathSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_IDLE); |
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} |
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//========================================================= |
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// TraceAttack - make sure we're not taking it in the helmet |
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//========================================================= |
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void CTerrorist::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
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{ |
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if (pev->takedamage) |
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{ |
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// Human sentries are not allowed to drop weapons. |
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if (!IsHumanSentry()) |
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{ |
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if (ptr->iHitgroup == HITGROUP_RIGHTARM) |
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{ |
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// ========================================== |
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// Code changes for- Night at the Office: |
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// ========================================== |
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// |
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// -Droppable guns. If terrorist is shot in the arm, he will drop |
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// his gun and seek cover. Very useful in situation where player |
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// is low on health/ammo or in a stealthy situation. Difficult to |
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// get an arm shot while in combat, due to stance of the terrorist. |
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if (HasWeapon()) |
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{ |
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Vector velocity = Vector(RANDOM_FLOAT(-10, 10), RANDOM_FLOAT(-10, 10), RANDOM_FLOAT(30, 40)); |
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Vector angVelocity = Vector(0, RANDOM_FLOAT(10, 20), 0); |
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DropWeapon(velocity, angVelocity); |
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// Remove ability to shoot at enemy, now that we dropped our weapon. |
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m_afCapability &= ~bits_CAP_RANGE_ATTACK1; |
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} |
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} |
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} |
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// check for helmet shot |
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else if (ptr->iHitgroup == 11) |
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{ |
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// it's head shot anyways |
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ptr->iHitgroup = HITGROUP_HEAD; |
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} |
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} |
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CSquadMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType); |
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} |
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//========================================================= |
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//========================================================= |
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Schedule_t* CTerrorist :: GetScheduleOfType ( int Type ) |
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{ |
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switch ( Type ) |
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{ |
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case SCHED_TAKE_COVER_FROM_ENEMY: |
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{ |
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// Human sentries are not allowed to take cover. |
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if (IsHumanSentry()) |
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{ |
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return CSquadMonster::GetScheduleOfType( SCHED_COMBAT_FACE ); |
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} |
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else |
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{ |
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if (InSquad()) |
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{ |
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if (g_iSkillLevel == SKILL_HARD && HasConditions(bits_COND_CAN_RANGE_ATTACK2) && OccupySlot(bits_SLOTS_HGRUNT_GRENADE)) |
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{ |
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if (FOkToSpeak()) |
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{ |
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SENTENCEG_PlayRndSz(ENT(pev), "HG_THROW", TERRORIST_SENTENCE_VOLUME, TERRORIST_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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return slGruntTossGrenadeCover; |
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} |
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else |
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{ |
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return &slGruntTakeCover[0]; |
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} |
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} |
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else |
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{ |
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if (HasWeapon()) |
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{ |
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if (RANDOM_LONG(0, 1)) |
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{ |
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return &slGruntTakeCover[0]; |
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} |
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else |
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{ |
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return &slGruntGrenadeCover[0]; |
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} |
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} |
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else |
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{ |
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return &slGruntTakeCover[0]; |
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} |
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} |
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} |
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} |
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case SCHED_TAKE_COVER_FROM_BEST_SOUND: |
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{ |
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// Human sentries are not allowed to run away from sounds. |
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if (IsHumanSentry()) |
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{ |
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return GetScheduleOfType( SCHED_COWER ); |
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} |
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else |
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{ |
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return &slGruntTakeCoverFromBestSound[ 0 ]; |
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} |
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} |
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case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: |
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{ |
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// Human sentries are not allowed to strafe to get a better shot. |
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if (IsHumanSentry()) |
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{ |
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return &slGruntCombatFail[ 0 ]; |
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} |
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else |
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{ |
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return &slGruntEstablishLineOfFire[0]; |
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} |
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} |
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break; |
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case SCHED_RANGE_ATTACK1: |
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{ |
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if ( HasWeapon() ) |
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{ |
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// randomly stand or crouch |
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if (RANDOM_LONG(0, 9) == 0) |
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m_fStanding = RANDOM_LONG(0, 1); |
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if (m_fStanding) |
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return &slGruntRangeAttack1B[0]; |
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else |
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return &slGruntRangeAttack1A[0]; |
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} |
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else |
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{ |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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} |
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case SCHED_GRUNT_COVER_AND_RELOAD: |
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{ |
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// Human sentries can only reload in situ. |
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if (IsHumanSentry()) |
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{ |
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return CSquadMonster::GetScheduleOfType( SCHED_RELOAD ); |
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} |
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else |
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{ |
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return &slGruntHideReload[ 0 ]; |
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} |
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} |
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default: |
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{ |
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return CHGrunt :: GetScheduleOfType ( Type ); |
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} |
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} |
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} |
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BOOL CTerrorist::IsHumanSentry() const |
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{ |
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return (m_iTerrorFlags & TF_HUMAN_SENTRY); |
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} |
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BOOL CTerrorist::HasWeapon() |
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{ |
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return m_bHasWeapon; /* (GetBodygroup(GUN_GROUP) != GUN_NONE)*/; |
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} |
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void CTerrorist::DropWeapon(Vector vecVelocity, Vector angVelocity) |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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CBaseEntity *pGun; |
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GetAttachment(0, vecGunPos, vecGunAngles); |
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// switch to body group with no gun. |
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SetBodygroup(GUN_GROUP, GUN_NONE); |
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|
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// now spawn a gun. |
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if (FBitSet(pev->weapons, TERROR_SHOTGUN)) |
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{ |
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pGun = DropItem("weapon_shotgun", vecGunPos, vecGunAngles); |
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} |
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else |
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{ |
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pGun = DropItem("weapon_9mmAR", vecGunPos, vecGunAngles); |
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} |
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if (pGun) |
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{ |
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pGun->pev->velocity = vecVelocity; |
|
pGun->pev->avelocity = angVelocity; |
|
} |
|
|
|
m_bHasWeapon = FALSE; |
|
} |
|
|
|
|
|
//========================================================= |
|
// DEAD TERRORIST PROP |
|
//========================================================= |
|
class CDeadTerrorist : public CDeadHGrunt |
|
{ |
|
public: |
|
void Spawn(void); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS(monster_terrorist_dead, CDeadTerrorist); |
|
|
|
//========================================================= |
|
// ********** DeadTerrorist SPAWN ********** |
|
//========================================================= |
|
void CDeadTerrorist::Spawn(void) |
|
{ |
|
PRECACHE_MODEL("models/terrorist.mdl"); |
|
SET_MODEL(ENT(pev), "models/terrorist.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 terrorist 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(GUN_GROUP, GUN_MP5); |
|
break; |
|
case 1: // Commander with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(GUN_GROUP, GUN_MP5); |
|
break; |
|
case 2: // Grunt no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(GUN_GROUP, GUN_NONE); |
|
break; |
|
case 3: // Commander no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup(GUN_GROUP, GUN_NONE); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|