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376 lines
10 KiB
376 lines
10 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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// Black Ops - Male Assassin |
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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 MASSN_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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// Weapon flags |
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#define MASSN_9MMAR (1 << 0) |
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#define MASSN_HANDGRENADE (1 << 1) |
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#define MASSN_GRENADELAUNCHER (1 << 2) |
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#define MASSN_SNIPERRIFLE (1 << 4) |
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// Body groups. |
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#define HEAD_GROUP 1 |
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#define GUN_GROUP 2 |
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// Head values |
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#define HEAD_WHITE 0 |
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#define HEAD_BLACK 1 |
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#define HEAD_GOGGLES 2 |
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// Gun values |
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#define GUN_MP5 0 |
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#define GUN_SNIPERRIFLE 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 MASSN_AE_KICK ( 3 ) |
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#define MASSN_AE_BURST1 ( 4 ) |
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#define MASSN_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad. |
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#define MASSN_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5. |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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class CMassn : public CHGrunt |
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{ |
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public: |
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int Classify(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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void Sniperrifle(void); |
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BOOL FOkToSpeak(void); |
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void Spawn( void ); |
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void Precache( void ); |
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void DeathSound(void); |
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void PainSound(void); |
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void IdleSound(void); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn); |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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BOOL CMassn::FOkToSpeak(void) |
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{ |
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return FALSE; |
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} |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CMassn::Classify(void) |
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{ |
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return CLASS_HUMAN_MILITARY; |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CMassn::IdleSound(void) |
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{ |
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} |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CMassn::Sniperrifle(void) |
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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, VECTOR_CONE_1DEGREES, 2048, BULLET_PLAYER_357, 0); // shoot +-7.5 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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// 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 CMassn::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 MASSN_AE_DROP_GUN: |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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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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// now spawn a gun. |
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE)) |
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{ |
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DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles); |
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} |
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else |
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{ |
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DropItem("weapon_9mmAR", vecGunPos, vecGunAngles); |
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} |
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if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER)) |
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{ |
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DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles); |
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} |
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} |
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break; |
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case MASSN_AE_BURST1: |
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{ |
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if (FBitSet(pev->weapons, MASSN_9MMAR)) |
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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 if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE)) |
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{ |
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Sniperrifle(); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_bolt1.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 MASSN_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.massnDmgKick, DMG_CLUB); |
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} |
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} |
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break; |
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case MASSN_AE_CAUGHT_ENEMY: |
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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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//========================================================= |
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// Spawn |
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//========================================================= |
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void CMassn::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/massn.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.massnHealth; |
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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 = -1; |
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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 = MASSN_9MMAR | MASSN_HANDGRENADE; |
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// pev->weapons = HGRUNT_SHOTGUN; |
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// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; |
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} |
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_SNIPERRIFLE); |
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m_cClipSize = 5; |
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} |
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else |
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{ |
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m_cClipSize = MASSN_CLIP_SIZE; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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if (RANDOM_LONG(0, 99) < 80) |
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pev->skin = 0; // light skin |
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else |
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pev->skin = 1; // dark skin |
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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 CMassn::Precache() |
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{ |
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PRECACHE_MODEL("models/massn.mdl"); |
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PRECACHE_SOUND("hgrunt/gr_mgun1.wav"); |
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PRECACHE_SOUND("hgrunt/gr_mgun2.wav"); |
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PRECACHE_SOUND("hgrunt/gr_reload1.wav"); |
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PRECACHE_SOUND("weapons/glauncher.wav"); |
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PRECACHE_SOUND("weapons/sniper_bolt1.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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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CMassn::PainSound(void) |
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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 CMassn::DeathSound(void) |
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{ |
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} |
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//========================================================= |
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// CAssassinRepel - when triggered, spawns a monster_male_assassin |
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// repelling down a line. |
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//========================================================= |
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class CAssassinRepel : public CHGruntRepel |
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{ |
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public: |
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void Precache(void); |
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void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_assassin_repel, CAssassinRepel); |
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void CAssassinRepel::Precache(void) |
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{ |
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UTIL_PrecacheOther("monster_male_assassin"); |
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m_iSpriteTexture = PRECACHE_MODEL("sprites/rope.spr"); |
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} |
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void CAssassinRepel::RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); |
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/* |
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if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) |
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return NULL; |
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*/ |
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CBaseEntity *pEntity = Create("monster_male_assassin", pev->origin, pev->angles); |
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CBaseMonster *pGrunt = pEntity->MyMonsterPointer(); |
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pGrunt->pev->movetype = MOVETYPE_FLY; |
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pGrunt->pev->velocity = Vector(0, 0, RANDOM_FLOAT(-196, -128)); |
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pGrunt->SetActivity(ACT_GLIDE); |
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// UNDONE: position? |
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pGrunt->m_vecLastPosition = tr.vecEndPos; |
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CBeam *pBeam = CBeam::BeamCreate("sprites/rope.spr", 10); |
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pBeam->PointEntInit(pev->origin + Vector(0, 0, 112), pGrunt->entindex()); |
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pBeam->SetFlags(BEAM_FSOLID); |
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pBeam->SetColor(255, 255, 255); |
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pBeam->SetThink(&CBeam::SUB_Remove); |
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pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5; |
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UTIL_Remove(this); |
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}
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