mirror of
https://github.com/YGGverse/hlsdk-portable.git
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1083 lines
31 KiB
C++
1083 lines
31 KiB
C++
/***
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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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// terror
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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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int g_fTerrorQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
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extern DLL_GLOBAL int g_iSkillLevel;
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define TERROR_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define TERROR_VOL 0.35 // volume of grunt sounds
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#define TERROR_ATTN ATTN_NORM // attenutation of grunt sentences
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#define TERROR_LIMP_HEALTH 20
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#define TERROR_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
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#define TERROR_NUM_HEADS 2 // how many grunt heads are there?
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#define TERROR_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 TERROR_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
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#define TERROR_MP5 ( 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 1
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#define HEAD_TERROR 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 2
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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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//=========================================================
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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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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_TERROR_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
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SCHED_TERROR_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
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SCHED_TERROR_COVER_AND_RELOAD,
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SCHED_TERROR_SWEEP,
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SCHED_TERROR_FOUND_ENEMY,
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SCHED_TERROR_REPEL,
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SCHED_TERROR_REPEL_ATTACK,
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SCHED_TERROR_REPEL_LAND,
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SCHED_TERROR_WAIT_FACE_ENEMY,
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SCHED_TERROR_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
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SCHED_TERROR_ELOF_FAIL,
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_TERROR_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
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TASK_TERROR_SPEAK_SENTENCE,
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TASK_TERROR_CHECK_FIRE,
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};
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//=========================================================
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// monster-specific conditions
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//=========================================================
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#define bits_COND_TERROR_NOFIRE ( bits_COND_SPECIAL1 )
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class CTerror : 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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//int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void IdleSound ( void );
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void GibMonster( void );
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void SpeakSentence( void );
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType ( int Type );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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int IRelationship ( CBaseEntity *pTarget );
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static const char *pTerrorSentences[];
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};
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LINK_ENTITY_TO_CLASS( monster_human_terror, CTerror );
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const char *CTerror::pTerrorSentences[] =
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{
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"TR_GREN", // grenade scared grunt
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"TR_ALERT", // sees player
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"TR_MONSTER", // sees monster
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"TR_COVER", // running to cover
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"TR_THROW", // about to throw grenade
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"TR_CHARGE", // running out to get the enemy
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"TR_TAUNT", // say rude things
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};
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typedef 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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} TERROR_SENTENCE_TYPES;
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//=========================================================
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// Speak Sentence - say your cued up sentence.
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//
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// Some grunt sentences (take cover and charge) rely on actually
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// being able to execute the intended action. It's really lame
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// when a grunt says 'COVER ME' and then doesn't move. The problem
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// is that the sentences were played when the decision to TRY
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// to move to cover was made. Now the sentence is played after
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// we know for sure that there is a valid path. The schedule
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// may still fail but in most cases, well after the grunt has
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// started moving.
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//=========================================================
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void CTerror :: SpeakSentence( void )
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{
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if ( m_iSentence == TERROR_SENT_NONE )
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{
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// no sentence cued up.
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return;
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}
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if (FOkToSpeak())
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{
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SENTENCEG_PlayRndSz( ENT(pev), pTerrorSentences[ m_iSentence ], TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch);
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JustSpoke();
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}
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}
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//=========================================================
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// IRelationship - overridden because Alien Terrors are
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// Human Terror's nemesis.
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//=========================================================
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int CTerror::IRelationship ( CBaseEntity *pTarget )
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{
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if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
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{
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return R_NM;
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}
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return CSquadMonster::IRelationship( pTarget );
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}
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//=========================================================
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// GibMonster - make gun fly through the air.
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//=========================================================
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void CTerror :: GibMonster ( void )
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{
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/* Vector vecGunPos;
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Vector vecGunAngles;
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if ( GetBodygroup( 2 ) != 2 )
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{// throw a gun if the grunt has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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if (FBitSet( pev->weapons, TERROR_SHOTGUN ))
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{
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pGun = DropItem( "weapon_barneyshotgun", vecGunPos, vecGunAngles );
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}
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else
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{
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pGun = DropItem( "weapon_barney9mmar", vecGunPos, vecGunAngles );
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}
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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if (FBitSet( pev->weapons, TERROR_GRENADELAUNCHER ))
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{
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles );
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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}
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}
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*/
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CBaseMonster :: GibMonster();
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}
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//=========================================================
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// TakeDamage - overridden for the grunt because the grunt
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// needs to forget that he is in cover if he's hurt. (Obviously
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// not in a safe place anymore).
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//=========================================================
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int CTerror :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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Forget( bits_MEMORY_INCOVER );
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return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CTerror :: IdleSound( void )
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{
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if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1)))
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{
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if (!g_fTerrorQuestion)
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{
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// ask question or make statement
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switch (RANDOM_LONG(0,2))
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{
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case 0: // check in
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SENTENCEG_PlayRndSz(ENT(pev), "TR_CHECK", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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g_fTerrorQuestion = 1;
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break;
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case 1: // question
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SENTENCEG_PlayRndSz(ENT(pev), "TR_QUEST", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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g_fTerrorQuestion = 2;
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break;
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case 2: // statement
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SENTENCEG_PlayRndSz(ENT(pev), "TR_IDLE", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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}
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}
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else
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{
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switch (g_fTerrorQuestion)
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{
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case 1: // check in
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SENTENCEG_PlayRndSz(ENT(pev), "TR_CLEAR", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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case 2: // question
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SENTENCEG_PlayRndSz(ENT(pev), "TR_ANSWER", TERROR_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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break;
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}
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g_fTerrorQuestion = 0;
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}
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JustSpoke();
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}
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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 CTerror :: 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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break;
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case TERROR_AE_RELOAD:
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
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m_cAmmoLoaded = m_cClipSize;
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ClearConditions(bits_COND_NO_AMMO_LOADED);
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break;
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case TERROR_AE_GREN_TOSS:
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{
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UTIL_MakeVectors( pev->angles );
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
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CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 );
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m_fThrowGrenade = FALSE;
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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// !!!LATER - when in a group, only try to throw grenade if ordered.
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}
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break;
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case TERROR_AE_GREN_LAUNCH:
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
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CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity, gSkillData.plrDmgM203Grenade );
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m_fThrowGrenade = FALSE;
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if (g_iSkillLevel == SKILL_HARD)
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m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
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else
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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}
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break;
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case TERROR_AE_GREN_DROP:
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{
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UTIL_MakeVectors( pev->angles );
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CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
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}
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break;
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case TERROR_AE_BURST1:
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{
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if ( FBitSet( pev->weapons, TERROR_MP5 ))
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{
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Shoot();
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// the first round of the three round burst plays the sound and puts a sound in the world sound list.
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if ( RANDOM_LONG(0,1) )
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{
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM );
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}
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else
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{
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM );
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}
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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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Shoot();
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break;
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case TERROR_AE_KICK:
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{
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CBaseEntity *pHurt = Kick();
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if ( pHurt )
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{
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// SOUND HERE!
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UTIL_MakeVectors( pev->angles );
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pHurt->pev->punchangle.x = 15;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
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pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
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}
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}
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break;
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case TERROR_AE_CAUGHT_ENEMY:
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{
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if ( FOkToSpeak() )
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{
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SENTENCEG_PlayRndSz(ENT(pev), "TR_ALERT", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch);
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JustSpoke();
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}
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}
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break;
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default:
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CSquadMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CTerror :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/terror.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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if (pev->weapons == 0)
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{
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// initialize to original values
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pev->weapons = TERROR_MP5 | TERROR_HANDGRENADE;
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// pev->weapons = TERROR_SHOTGUN;
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// pev->weapons = TERROR_9MMM41A | TERROR_GRENADELAUNCHER;
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}
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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 = 8;
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}
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else
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{
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m_cClipSize = 48;
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}
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m_cAmmoLoaded = m_cClipSize;
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if (FBitSet( pev->weapons, TERROR_SHOTGUN ))
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{
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SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN);
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}
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else if (FBitSet( pev->weapons, TERROR_GRENADELAUNCHER ))
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{
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SetBodygroup( HEAD_GROUP, HEAD_M203 );
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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 CTerror :: Precache()
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{
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|
PRECACHE_MODEL("models/terror.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( "hgrunt/gr_reload1.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/glauncher.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
|
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
|
|
|
// get voice pitch
|
|
m_voicePitch = 120 + RANDOM_LONG(0,2);
|
|
|
|
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
|
|
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
extern Schedule_t slIdleStand[];
|
|
extern Schedule_t slGruntFail[];
|
|
extern Schedule_t slGruntCombatFail[];
|
|
extern Schedule_t slGruntVictoryDance[];
|
|
extern Schedule_t slGruntEstablishLineOfFire[];
|
|
extern Schedule_t slGruntFoundEnemy[];
|
|
extern Schedule_t slGruntCombatFace[];
|
|
extern Schedule_t slGruntSignalSuppress[];
|
|
extern Schedule_t slGruntSuppress[];
|
|
extern Schedule_t slGruntWaitInCover[];
|
|
extern Schedule_t slGruntTakeCover[];
|
|
extern Schedule_t slGruntGrenadeCover[];
|
|
extern Schedule_t slGruntTossGrenadeCover[];
|
|
extern Schedule_t slGruntTakeCoverFromBestSound[];
|
|
extern Schedule_t slGruntHideReload[];
|
|
extern Schedule_t slGruntSweep[];
|
|
extern Schedule_t slGruntRangeAttack1A[];
|
|
extern Schedule_t slGruntRangeAttack1B[];
|
|
extern Schedule_t slGruntRangeAttack2[];
|
|
extern Schedule_t slGruntRepel[];
|
|
extern Schedule_t slGruntRepelAttack[];
|
|
extern Schedule_t slGruntRepelLand[];
|
|
|
|
//=========================================================
|
|
// Get Schedule!
|
|
//=========================================================
|
|
Schedule_t *CTerror :: GetSchedule( void )
|
|
{
|
|
|
|
// clear old sentence
|
|
m_iSentence = TERROR_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_TERROR_REPEL_LAND );
|
|
}
|
|
else
|
|
{
|
|
// repel down a rope,
|
|
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
return GetScheduleOfType ( SCHED_TERROR_REPEL_ATTACK );
|
|
else
|
|
return GetScheduleOfType ( SCHED_TERROR_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), "TR_GREN", TERROR_SENTENCE_VOLUME, TERROR_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), "TR_ALERT", TERROR_SENTENCE_VOLUME, TERROR_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), "TR_MONST", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch);
|
|
|
|
JustSpoke();
|
|
}
|
|
|
|
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_TERROR_SUPPRESS );
|
|
}
|
|
else
|
|
{
|
|
return GetScheduleOfType ( SCHED_TERROR_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_TERROR_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), "TR_COVER", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch);
|
|
m_iSentence = TERROR_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, TERROR_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_TERROR_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), "TR_THROW", TERROR_SENTENCE_VOLUME, TERROR_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), "TR_CHARGE", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch);
|
|
m_iSentence = TERROR_SENT_CHARGE;
|
|
//JustSpoke();
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_TERROR_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), "TR_TAUNT", TERROR_SENTENCE_VOLUME, TERROR_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
}
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_TERROR_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// no special cases here, call the base class
|
|
return CSquadMonster :: GetSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t* CTerror :: 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), "TR_THROW", TERROR_SENTENCE_VOLUME, TERROR_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_TERROR_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_TERROR_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_TERROR_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_TERROR_WAIT_FACE_ENEMY:
|
|
{
|
|
return &slGruntWaitInCover[ 0 ];
|
|
}
|
|
case SCHED_TERROR_SWEEP:
|
|
{
|
|
return &slGruntSweep[ 0 ];
|
|
}
|
|
case SCHED_TERROR_COVER_AND_RELOAD:
|
|
{
|
|
return &slGruntHideReload[ 0 ];
|
|
}
|
|
case SCHED_TERROR_FOUND_ENEMY:
|
|
{
|
|
return &slGruntFoundEnemy[ 0 ];
|
|
}
|
|
case SCHED_VICTORY_DANCE:
|
|
{
|
|
if ( InSquad() )
|
|
{
|
|
if ( !IsLeader() )
|
|
{
|
|
return &slGruntFail[ 0 ];
|
|
}
|
|
}
|
|
|
|
return &slGruntVictoryDance[ 0 ];
|
|
}
|
|
case SCHED_TERROR_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_TERROR_REPEL:
|
|
{
|
|
if (pev->velocity.z > -128)
|
|
pev->velocity.z -= 32;
|
|
return &slGruntRepel[ 0 ];
|
|
}
|
|
case SCHED_TERROR_REPEL_ATTACK:
|
|
{
|
|
if (pev->velocity.z > -128)
|
|
pev->velocity.z -= 32;
|
|
return &slGruntRepelAttack[ 0 ];
|
|
}
|
|
case SCHED_TERROR_REPEL_LAND:
|
|
{
|
|
return &slGruntRepelLand[ 0 ];
|
|
}
|
|
default:
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CTerrorRepel - when triggered, spawns a monster_human_grunt
|
|
// repelling down a line.
|
|
//=========================================================
|
|
|
|
class CTerrorRepel : 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_terror_repel, CTerrorRepel );
|
|
|
|
void CTerrorRepel::Spawn( void )
|
|
{
|
|
Precache( );
|
|
pev->solid = SOLID_NOT;
|
|
|
|
SetUse( &CTerrorRepel::RepelUse );
|
|
}
|
|
|
|
void CTerrorRepel::Precache( void )
|
|
{
|
|
UTIL_PrecacheOther( "monster_human_terror" );
|
|
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
|
|
}
|
|
|
|
void CTerrorRepel::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);
|
|
|
|
|
|
CBaseEntity *pEntity = Create( "monster_human_terror", pev->origin, pev->angles );
|
|
CBaseMonster *pTerror = pEntity->MyMonsterPointer( );
|
|
pTerror->pev->movetype = MOVETYPE_FLY;
|
|
pTerror->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
|
|
pTerror->SetActivity( ACT_GLIDE );
|
|
// UNDONE: position?
|
|
pTerror->m_vecLastPosition = tr.vecEndPos;
|
|
|
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
|
|
pBeam->PointEntInit( pev->origin + Vector(0,0,112), pTerror->entindex() );
|
|
pBeam->SetFlags( BEAM_FSOLID );
|
|
pBeam->SetColor( 255, 255, 255 );
|
|
pBeam->SetThink( &CBeam::SUB_Remove );
|
|
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTerror->pev->velocity.z + 0.5;
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
// DEAD TERROR PROP
|
|
//=========================================================
|
|
class CDeadTerror : 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 *CDeadTerror::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
|
|
|
|
void CDeadTerror::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_terror_dead, CDeadTerror );
|
|
|
|
//=========================================================
|
|
// ********** DeadTerror SPAWN **********
|
|
//=========================================================
|
|
void CDeadTerror :: Spawn( void )
|
|
{
|
|
PRECACHE_MODEL("models/terror.mdl");
|
|
SET_MODEL(ENT(pev), "models/terror.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 terror with bad pose\n" );
|
|
}
|
|
|
|
// Corpses have less health
|
|
pev->health = 8;
|
|
|
|
// map old bodies onto new bodies
|
|
switch( pev->body )
|
|
{
|
|
case 0: // Terror with Gun
|
|
pev->body = 0;
|
|
pev->skin = 0;
|
|
SetBodygroup( HEAD_GROUP, HEAD_TERROR );
|
|
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: // Terror no Gun
|
|
pev->body = 0;
|
|
pev->skin = 0;
|
|
SetBodygroup( HEAD_GROUP, HEAD_TERROR );
|
|
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();
|
|
}
|