Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

2443 lines
63 KiB

//=========================================================
// Opposing Forces Monster Gonome
//
// Made by Demiurge
//
//FGD monster_human_torch
//=========================================================
//=========================================================
// Human Torch ally
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "decals.h"
#include "defaultai.h"
#include "scripted.h"
#include "squadmonster.h"
#include "talkmonster.h"
#include "basemonster.h"
int g_fTorchQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define TORCH_CLIP_SIZE 17 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define TORCH_VOL 0.35 // volume of grunt sounds
#define TORCH_ATTN ATTN_NORM // attenutation of grunt sentences
#define HTORCH_LIMP_HEALTH 20
#define HTORCH_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a TORCH with a single headshot.
#define HTORCH_NUM_HEADS 1 // how many grunt heads are there?
#define HTORCH_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define HTORCH_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define HTORCH_EAGLE ( 1 << 0)
#define HTORCH_NOGUN ( 1 << 3)
#define HEAD_TORCH 0
#define GUN_EAGLE 0
#define GUN_TORCH 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HTORCH_AE_RELOAD ( 2 )
#define HTORCH_AE_KICK ( 3 )
#define HTORCH_AE_BURST1 ( 4 )
#define HTORCH_AE_BURST2 ( 5 )
#define HTORCH_AE_BURST3 ( 6 )
#define HTORCH_AE_GREN_TOSS ( 7 )
#define HTORCH_AE_GREN_LAUNCH ( 8 )
#define HTORCH_AE_GREN_DROP ( 9 )
#define HTORCH_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define HTORCH_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
#define HTORCH_AE_SHOWGUN ( 17)
#define HTORCH_AE_SHOWTORCH ( 18)
#define HTORCH_AE_HIDETORCH ( 19)
#define HTORCH_AE_ONGAS ( 20)
#define HTORCH_AE_OFFGAS ( 21)
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_TORCH_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_TORCH_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_TORCH_COVER_AND_RELOAD,
SCHED_TORCH_SWEEP,
SCHED_TORCH_FOUND_ENEMY,
SCHED_TORCH_REPEL,
SCHED_TORCH_REPEL_ATTACK,
SCHED_TORCH_REPEL_LAND,
SCHED_TORCH_WAIT_FACE_ENEMY,
SCHED_TORCH_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_TORCH_ELOF_FAIL,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_TORCH_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_TORCH_SPEAK_SENTENCE,
TASK_TORCH_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_TORCH_NOFIRE ( bits_COND_SPECIAL1 )
class CHTorch : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed ( void );
int Classify ( void );
int ISoundMask ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL FCanCheckAttacks ( void );
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
void CheckAmmo ( void );
void SetActivity ( Activity NewActivity );
void StartTask ( Task_t *pTask );
void RunTask ( Task_t *pTask );
virtual int ObjectCaps( void ) { return CSquadMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
void DeathSound( void );
void PainSound( void );
void IdleSound ( void );
Vector GetGunPosition( void );
void Shoot ( void );
void MakeGas( void );
void UpdateGas( void );
void KillGas( void );
inline BOOL BeamIsOn( void ) { return m_pBeam != NULL; }
void DeclineFollowing( void );
void PrescheduleThink ( void );
void GibMonster( void );
void SpeakSentence( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CBaseEntity *Kick( void );
Schedule_t *GetScheduleOfType ( int Type );
Schedule_t *GetSchedule ( void );
MONSTERSTATE GetIdealState ( void );
// void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void FollowingUse( void );
void IsFollowing( void );
int IRelationship ( CBaseEntity *pTarget );
BOOL FOkToSpeak( void );
void JustSpoke( void );
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
Vector m_vecDir;
Vector m_vecEnd;
CBeam *m_pBeam;
float m_gasTime;
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iBrassShell;
int m_iSentence;
float m_flPlayerDamage;// how much pain has the player inflicted on me?
static const char *pTorchSentences[];
};
LINK_ENTITY_TO_CLASS( monster_human_torch, CHTorch );
TYPEDESCRIPTION CHTorch::m_SaveData[] =
{
DEFINE_FIELD( CHTorch, m_pBeam, FIELD_CLASSPTR ),
DEFINE_FIELD( CHTorch, m_gasTime, FIELD_TIME ),
DEFINE_FIELD( CHTorch, m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( CHTorch, m_flNextPainTime, FIELD_TIME ),
// DEFINE_FIELD( CHTorch, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
DEFINE_FIELD( CHTorch, m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CHTorch, m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( CHTorch, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CHTorch, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( CHTorch, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CHTorch, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( CHTorch, m_iSentence, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CHTorch, CSquadMonster );
const char *CHTorch::pTorchSentences[] =
{
"HG_GREN", // grenade scared grunt
// "HG_ALERT", // sees player
"HG_MONSTER", // sees monster
"HG_COVER", // running to cover
"HG_THROW", // about to throw grenade
"HG_CHARGE", // running out to get the enemy
"HG_TAUNT", // say rude things
};
enum
{
HTORCH_SENT_NONE = -1,
HTORCH_SENT_GREN = 0,
HTORCH_SENT_ALERT,
HTORCH_SENT_MONSTER,
HTORCH_SENT_COVER,
HTORCH_SENT_THROW,
HTORCH_SENT_CHARGE,
HTORCH_SENT_TAUNT,
} HTORCH_SENTENCE_TYPES;
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
//=========================================================
void CHTorch :: SpeakSentence( void )
{
if ( m_iSentence == HTORCH_SENT_NONE )
{
// no sentence cued up.
return;
}
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pTorchSentences[ m_iSentence ], HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// IRelationship - overridden because Alien Grunts are
// Human Grunt's nemesis.
//=========================================================
int CHTorch::IRelationship ( CBaseEntity *pTarget )
{
if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
{
return R_NM;
}
return CSquadMonster::IRelationship( pTarget );
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CHTorch :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
// if ( GetBodygroup( 2 ) != 2 )
pev->skin = 0;
{// throw a gun if the grunt has one
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = NULL;
if (FBitSet( pev->weapons, HTORCH_EAGLE ))
{
pGun = DropItem( "weapon_eagle", vecGunPos, vecGunAngles );
}
if ( pGun )
{
pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
}
}
SetUse( NULL );
CBaseMonster :: GibMonster();
}
//=========================================================
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CHTorch :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CHTorch :: FOkToSpeak( void )
{
// if someone else is talking, don't speak
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
return FALSE;
if ( pev->spawnflags & SF_MONSTER_GAG )
{
if ( m_MonsterState != MONSTERSTATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE;
}
}
// if player is not in pvs, don't speak
// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
// return FALSE;
return TRUE;
}
//=========================================================
//=========================================================
void CHTorch :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = HTORCH_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CHTorch :: PrescheduleThink ( void )
{
if (m_pBeam)
{
UpdateGas();
}
if ( InSquad() && m_hEnemy != 0 )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
}
else
{
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
MySquadLeader()->m_fEnemyEluded = TRUE;
}
}
}
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
BOOL CHTorch :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CHTorch :: CheckMeleeAttack1 ( float flDot, float flDist )
{
CBaseMonster *pEnemy;
if ( m_hEnemy != 0 )
{
pEnemy = m_hEnemy->MyMonsterPointer();
if ( !pEnemy )
{
return FALSE;
}
}
if ( flDist <= 64 && flDot >= 0.7f &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckRangeAttack1 - overridden for HTorch, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HTorch can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
BOOL CHTorch :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5f && NoFriendlyFire() )
{
TraceResult tr;
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
{
// kick nonclients, but don't shoot at them.
return FALSE;
}
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0f )
{
return TRUE;
}
}
return FALSE;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CHTorch :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// check for helmet shot
if (ptr->iHitgroup == 11)
{
// make sure we're wearing one
if (GetBodygroup( 1 ) == HEAD_TORCH && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
{
// absorb damage
flDamage -= 20;
if (flDamage <= 0)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}
// it's head shot anyways
ptr->iHitgroup = HITGROUP_HEAD;
}
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
{
Vector vecDir = (reference - pevTest->origin);
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
//=========================================================
// TakeDamage - overridden for the torch because the torch
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CHTorch :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// make sure friends team about it if player hurts talkmonsters...
int ret = CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy == 0 )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing( pevAttacker, pev->origin ) )
{
// Alright, now I'm pissed!
// PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
// PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
/* else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
}*/
}
// return ret;
Forget( bits_MEMORY_INCOVER );
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHTorch :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 150;
break;
case ACT_RUN:
ys = 150;
break;
case ACT_WALK:
ys = 180;
break;
case ACT_RANGE_ATTACK1:
ys = 120;
break;
case ACT_MELEE_ATTACK1:
ys = 120;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 180;
break;
case ACT_GLIDE:
case ACT_FLY:
ys = 30;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
void CHTorch :: IdleSound( void )
{
if (FOkToSpeak() && (g_fTorchQuestion || RANDOM_LONG(0,1)))
{
if (!g_fTorchQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTorchQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTorchQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fTorchQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fTorchQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CHTorch :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHTorch :: Classify ( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
//=========================================================
CBaseEntity *CHTorch :: Kick( void )
{
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5f;
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
if ( tr.pHit )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
return pEntity;
}
return NULL;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CHTorch :: GetGunPosition( ) //ZZS ????? ???????-??????????????? ??????? ???????
{
if (m_fStanding )
{
return pev->origin + Vector( 0, 0, 55 );
}
else
{
return pev->origin + Vector( 0, 0, 43 );
}
}
//=========================================================
// Shoot
//=========================================================
void CHTorch :: Shoot ( void )
{
if (m_hEnemy == 0)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
UTIL_MakeVectors ( pev->angles );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_357 ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// AUTOGENE
//=========================================================
void CHTorch::UpdateGas( void )
{
TraceResult tr;
Vector posGun, angleGun;
Vector vecEndPos;
if ( m_pBeam )
{
// ALERT ( at_console, "Updated gas\n");
UTIL_MakeVectors( pev->angles );
GetAttachment( 2, posGun, angleGun );
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
if ( tr.flFraction != 1.0f )
{
m_pBeam->DoSparks( tr.vecEndPos, posGun );
UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4));
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
WRITE_BYTE( TE_STREAK_SPLASH );
WRITE_COORD( tr.vecEndPos.x ); // origin
WRITE_COORD( tr.vecEndPos.y );
WRITE_COORD( tr.vecEndPos.z );
WRITE_COORD( tr.vecPlaneNormal.x ); // direction
WRITE_COORD( tr.vecPlaneNormal.y );
WRITE_COORD( tr.vecPlaneNormal.z );
WRITE_BYTE( 10 ); // Streak color 6
WRITE_SHORT( 40 ); // count
WRITE_SHORT( 25 );
WRITE_SHORT( 50 ); // Random velocity modifier
MESSAGE_END();
}
//ZZS: ??????????? ????? ? ???????? ???????...
//Aperance: ammazzaamaz
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( posGun.x ); // origin
WRITE_COORD( posGun.y );
WRITE_COORD( posGun.z );
WRITE_BYTE( RANDOM_LONG(4, 16) ); // radius
WRITE_BYTE( 251 ); // R
WRITE_BYTE( 68 ); // G
WRITE_BYTE( 36 ); // B
WRITE_BYTE( 1 ); // life * 10
WRITE_BYTE( 0 ); // decay
MESSAGE_END();
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_ELIGHT );
WRITE_SHORT( entindex( ) + 0x1000 * 3 ); // entity, attachment
WRITE_COORD( posGun.x ); // origin
WRITE_COORD( posGun.y );
WRITE_COORD( posGun.z );
WRITE_COORD( RANDOM_LONG(8, 12) ); // radius
WRITE_BYTE( 251 ); // R
WRITE_BYTE( 68 ); // G
WRITE_BYTE( 36 ); // B
WRITE_BYTE( 1 ); // life * 10
WRITE_COORD( 0 ); // decay
MESSAGE_END();
pev->nextthink = gpGlobals->time + 0.1f;
}
}
void CHTorch::MakeGas( void )
{
Vector posGun, angleGun;
TraceResult tr;
Vector vecEndPos;
// ALERT ( at_console, "Maked gas\n");
UTIL_MakeVectors( pev->angles );
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 7 );
if ( m_pBeam )
{
GetAttachment( 4, posGun, angleGun );
GetAttachment( 3, posGun, angleGun );
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
// UTIL_Sparks( tr.vecEndPos );
// UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4));
m_pBeam->EntsInit( entindex(), entindex() );
m_pBeam->SetColor( 24, 121, 239 );
m_pBeam->SetBrightness( 190 );
m_pBeam->SetScrollRate( 20 );
m_pBeam->SetStartAttachment( 4 );
m_pBeam->SetEndAttachment( 3 );
m_pBeam->DoSparks( tr.vecEndPos, posGun );
m_pBeam->SetFlags( BEAM_FSHADEIN );
m_pBeam->pev->spawnflags = SF_BEAM_SPARKSTART;
}
return;
}
void CHTorch :: KillGas( void )
{
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
return;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHTorch :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HTORCH_AE_SHOWTORCH:
pev->body = GUN_NONE;
pev->body = GUN_TORCH;
break;
case HTORCH_AE_SHOWGUN:
pev->body = GUN_NONE;
pev->body = GUN_EAGLE;
break;
case HTORCH_AE_HIDETORCH:
pev->body = GUN_NONE;
break;
case HTORCH_AE_ONGAS:
MakeGas ();
UpdateGas ();
break;
case HTORCH_AE_OFFGAS:
KillGas ();
break;
case HTORCH_AE_DROP_GUN:
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( GUN_NONE,GUN_NONE );
// now spawn a gun.
if (FBitSet( pev->weapons, HTORCH_EAGLE ))
{
DropItem( "weapon_eagle", vecGunPos, vecGunAngles );
}
else
{
}
}
break;
case HTORCH_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HTORCH_AE_BURST1:
{
if ( FBitSet( pev->weapons, HTORCH_EAGLE ))
{
Shoot();
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if ( RANDOM_LONG(0,1) )
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/bullet_hit1.wav", 1, ATTN_NORM );
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/bullet_hit2.wav", 1, ATTN_NORM );
}
}
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case HTORCH_AE_BURST2:
case HTORCH_AE_BURST3:
Shoot();
break;
case HTORCH_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// SOUND HERE!
UTIL_MakeVectors( pev->angles );
pHurt->pev->punchangle.x = 15;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB );
}
}
break;
case HTORCH_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
break;
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHTorch :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/hgrunt_torch.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 1;
pev->health = gSkillData.hgruntHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_IDLE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = HTORCH_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 55 );
if (pev->weapons == 0)
{
// initialize to original values
pev->weapons = HTORCH_EAGLE;
}
SetBodygroup( GUN_EAGLE, GUN_EAGLE );
m_cClipSize = TORCH_CLIP_SIZE;
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
MonsterInit();
// SetUse( &CHTorch :: FollowingUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHTorch :: Precache()
{
PRECACHE_MODEL("models/hgrunt_torch.mdl");
PRECACHE_SOUND( "weapons/bullet_hit1.wav" );
PRECACHE_SOUND( "weapons/bullet_hit2.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("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
// TalkInit ();
// get voice pitch
if (RANDOM_LONG(0,1))
m_voicePitch = 109 + RANDOM_LONG(0,7);
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
}
/*void CHTorch :: TalkInit()
{
CSquadMonster::TalkInit();
}*/
//=========================================================
// start task
//=========================================================
void CHTorch :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_TORCH_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetConditions( bits_COND_TORCH_NOFIRE );
}
TaskComplete();
break;
case TASK_TORCH_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// grunt no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER );
CSquadMonster ::StartTask( pTask );
break;
case TASK_RELOAD:
m_IdealActivity = ACT_RELOAD;
break;
case TASK_TORCH_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
CSquadMonster :: StartTask( pTask );
if (pev->movetype == MOVETYPE_FLY)
{
m_IdealActivity = ACT_GLIDE;
}
break;
default:
CSquadMonster :: StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CHTorch :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_TORCH_FACE_TOSS_DIR:
{
// project a point along the toss vector and turn to face that point.
MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 );
ChangeYaw( pev->yaw_speed );
if ( FacingIdeal() )
{
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
}
break;
default:
CSquadMonster :: RunTask( pTask );
break;
}
}
//=========================================================
// PainSound
//=========================================================
void CHTorch :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
#if 0
if ( RANDOM_LONG(0,99) < 5 )
{
// pain sentences are rare
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HTORCH_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
JustSpoke();
return;
}
}
#endif
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHTorch :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Task_t tlTorchFollow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slTorchFollow[] =
{
{
tlTorchFollow,
ARRAYSIZE ( tlTorchFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
Task_t tlTorchFaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slTorchFaceTarget[] =
{
{
tlTorchFaceTarget,
ARRAYSIZE ( tlTorchFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlIdleTorchStand[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
// { TASK_TALK_HEADRESET, (float)0 }, // reset head position
};
Schedule_t slIdleTorchStand[] =
{
{
tlIdleTorchStand,
ARRAYSIZE ( tlIdleTorchStand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"
},
};
//=========================================================
// TorchFail
//=========================================================
Task_t tlTorchFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slTorchFail[] =
{
{
tlTorchFail,
ARRAYSIZE ( tlTorchFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1,
0,
"Torch Fail"
},
};
//=========================================================
// Torch Combat Fail
//=========================================================
Task_t tlTorchCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slTorchCombatFail[] =
{
{
tlTorchCombatFail,
ARRAYSIZE ( tlTorchCombatFail ),
bits_COND_CAN_RANGE_ATTACK1,
0,
"Torch Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlTorchVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
};
Schedule_t slTorchVictoryDance[] =
{
{
tlTorchVictoryDance,
ARRAYSIZE ( tlTorchVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"GruntVictoryDance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlTorchEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TORCH_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_TORCH_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slTorchEstablishLineOfFire[] =
{
{
tlTorchEstablishLineOfFire,
ARRAYSIZE ( tlTorchEstablishLineOfFire ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"TorchEstablishLineOfFire"
},
};
//=========================================================
// TorchFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlTorchFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slTorchFoundEnemy[] =
{
{
tlTorchFoundEnemy,
ARRAYSIZE ( tlTorchFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"TorchFoundEnemy"
},
};
//=========================================================
// TorchCombatFace Schedule
//=========================================================
Task_t tlTorchCombatFace1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_SET_SCHEDULE, (float)SCHED_TORCH_SWEEP },
};
Schedule_t slTorchCombatFace[] =
{
{
tlTorchCombatFace1,
ARRAYSIZE ( tlTorchCombatFace1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1,
0,
"Combat Face"
},
};
//=========================================================
// Suppressing fire - don't stop shooting until the clip is
// empty or grunt gets hurt.
//=========================================================
Task_t tlTorchSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTorchSignalSuppress[] =
{
{
tlTorchSignalSuppress,
ARRAYSIZE ( tlTorchSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_TORCH_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlTorchSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTorchSuppress[] =
{
{
tlTorchSuppress,
ARRAYSIZE ( tlTorchSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_TORCH_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"
},
};
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlTorchWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slTorchWaitInCover[] =
{
{
tlTorchWaitInCover,
ARRAYSIZE ( tlTorchWaitInCover ),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1,
bits_SOUND_DANGER,
"TorchWaitInCover"
},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlTorchTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TORCH_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_TORCH_SPEAK_SENTENCE, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_SET_SCHEDULE, (float)SCHED_TORCH_WAIT_FACE_ENEMY },
};
Schedule_t slTorchTakeCover[] =
{
{
tlTorchTakeCover1,
ARRAYSIZE ( tlTorchTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// Torch reload schedule
//=========================================================
Task_t tlTorchHideReload[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RELOAD },
};
Schedule_t slTorchHideReload[] =
{
{
tlTorchHideReload,
ARRAYSIZE ( tlTorchHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"TorchHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlTorchSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slTorchSweep[] =
{
{
tlTorchSweep,
ARRAYSIZE ( tlTorchSweep ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_HEAR_SOUND,
bits_SOUND_WORLD |// sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER,
"Torch Sweep"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlTorchRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTorchRangeAttack1A[] =
{
{
tlTorchRangeAttack1A,
ARRAYSIZE ( tlTorchRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_TORCH_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Range Attack1A"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlTorchRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_TORCH_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slTorchRangeAttack1B[] =
{
{
tlTorchRangeAttack1B,
ARRAYSIZE ( tlTorchRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_TORCH_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1B"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlTorchRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slTorchRepel[] =
{
{
tlTorchRepel,
ARRAYSIZE ( tlTorchRepel ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlTorchRepelAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
};
Schedule_t slTorchRepelAttack[] =
{
{
tlTorchRepelAttack,
ARRAYSIZE ( tlTorchRepelAttack ),
bits_COND_ENEMY_OCCLUDED,
0,
"Repel Attack"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlTorchRepelLand[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slTorchRepelLand[] =
{
{
tlTorchRepelLand,
ARRAYSIZE ( tlTorchRepelLand ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel Land"
},
};
DEFINE_CUSTOM_SCHEDULES( CHTorch )
{
slTorchFail,
slTorchCombatFail,
slTorchVictoryDance,
slTorchEstablishLineOfFire,
slTorchFoundEnemy,
slTorchCombatFace,
slTorchSignalSuppress,
slTorchSuppress,
slTorchWaitInCover,
slTorchTakeCover,
slTorchHideReload,
slTorchSweep,
slTorchRangeAttack1A,
slTorchRangeAttack1B,
slTorchRepel,
slTorchRepelAttack,
slTorchRepelLand,
slTorchFollow,
slTorchFaceTarget,
slIdleTorchStand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CHTorch, CSquadMonster );
//=========================================================
// SetActivity
//=========================================================
void CHTorch :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_RANGE_ATTACK1:
// grunt is either shooting standing or shooting crouched
if (FBitSet( pev->weapons, HTORCH_EAGLE))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
}
break;
case ACT_RUN:
if ( pev->health <= HTORCH_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_WALK:
if ( pev->health <= HTORCH_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT );
}
else
{
iSequence = LookupActivity ( NewActivity );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity ( NewActivity );
break;
default:
iSequence = LookupActivity ( NewActivity );
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev->sequence != iSequence || !m_fSequenceLoops )
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo( );
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CHTorch :: GetSchedule( void )
{
// clear old sentence
m_iSentence = HTORCH_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_TORCH_REPEL_LAND );
}
else
{
// repel down a rope,
if ( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_TORCH_REPEL_ATTACK );
else
return GetScheduleOfType ( SCHED_TORCH_REPEL );
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions(bits_COND_HEAR_SOUND) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound)
{
if (pSound->m_iType & bits_SOUND_DANGER)
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "HG_GREN", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
/*
if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) ))
{
MakeIdealYaw( pSound->m_vecOrigin );
}
*/
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if ( !IsLeader() )
{
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if ((m_hEnemy != 0) && m_hEnemy->IsPlayer())
// player
SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch);
else if ((m_hEnemy != 0) &&
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
(m_hEnemy->Classify() != CLASS_MACHINE))
// monster
SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch);
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_TORCH_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_TORCH_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_TORCH_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
// if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG(0,99);
if ( iPercent <= 90 && m_hEnemy != 0 )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HTORCH_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 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_TORCH_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else
{
// hide!
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = HTORCH_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_TORCH_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", HTORCH_SENTENCE_VOLUME, TORCH_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_TORCH_ESTABLISH_LINE_OF_FIRE );
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
// flinch if hurt
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
// if ( m_hEnemy == 0 && IsFollowing() )
{
if ( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
else
{
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE );
}
}
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY );
}
// TrySmellTalk();
// break;
}
default:
break;
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
MONSTERSTATE CHTorch :: GetIdealState ( void )
{
return CSquadMonster::GetIdealState();
}
void CHTorch::DeclineFollowing( void )
{
// PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM );
}
//=========================================================
//=========================================================
Schedule_t* CHTorch :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch ( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
{
if ( RANDOM_LONG(0,1) )
{
return &slTorchTakeCover[ 0 ];
}
}
}
case SCHED_TORCH_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_TORCH_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_TORCH_ESTABLISH_LINE_OF_FIRE:
{
return &slTorchEstablishLineOfFire[ 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 &slTorchRangeAttack1B[ 0 ];
else
return &slTorchRangeAttack1A[ 0 ];
}
case SCHED_COMBAT_FACE:
{
return &slTorchCombatFace[ 0 ];
}
case SCHED_TORCH_WAIT_FACE_ENEMY:
{
return &slTorchWaitInCover[ 0 ];
}
case SCHED_TORCH_SWEEP:
{
return &slTorchSweep[ 0 ];
}
case SCHED_TORCH_COVER_AND_RELOAD:
{
return &slTorchHideReload[ 0 ];
}
case SCHED_TORCH_FOUND_ENEMY:
{
return &slTorchFoundEnemy[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
if ( InSquad() )
{
if ( !IsLeader() )
{
return &slTorchFail[ 0 ];
}
}
return &slTorchVictoryDance[ 0 ];
}
case SCHED_TORCH_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 &slTorchSignalSuppress[ 0 ];
}
else
{
return &slTorchSuppress[ 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 &slTorchCombatFail[ 0 ];
}
return &slTorchFail[ 0 ];
}
case SCHED_TORCH_REPEL:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slTorchRepel[ 0 ];
}
case SCHED_TORCH_REPEL_ATTACK:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slTorchRepelAttack[ 0 ];
}
case SCHED_TORCH_REPEL_LAND:
{
return &slTorchRepelLand[ 0 ];
}
case SCHED_TARGET_FACE:
{
// call base class default so that barney will talk
// when 'used'
psched = CSquadMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slTorchFaceTarget; // override this for different target face behavior
else
return psched;
}
case SCHED_TARGET_CHASE:
{
return slTorchFollow;
}
case SCHED_IDLE_STAND:
{
// call base class default so that scientist will talk
// when standing during idle
psched = CSquadMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
{
// just look straight ahead.
return slIdleTorchStand;
}
else
return psched;
}
default:
{
return CSquadMonster :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// CHTorchRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CHTorchRepel : 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_torch_repel, CHTorchRepel );
void CHTorchRepel::Spawn( void )
{
Precache( );
pev->solid = SOLID_NOT;
SetUse( &CHTorchRepel::RepelUse );
}
void CHTorchRepel::Precache( void )
{
UTIL_PrecacheOther( "monster_human_torch" );
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
}
void CHTorchRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
/*
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
return NULL;
*/
CBaseEntity *pEntity = Create( "monster_human_torch", pev->origin, pev->angles );
CBaseMonster *pTorch = pEntity->MyMonsterPointer( );
pTorch->pev->movetype = MOVETYPE_FLY;
pTorch->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
pTorch->SetActivity( ACT_GLIDE );
// UNDONE: position?
pTorch->m_vecLastPosition = tr.vecEndPos;
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
pBeam->PointEntInit( pev->origin + Vector(0,0,112), pTorch->entindex() );
pBeam->SetFlags( BEAM_FSOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( &CBaseEntity::SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pTorch->pev->velocity.z + 0.5f;
UTIL_Remove( this );
}
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CDeadHTorch : public CBaseMonster
{
public:
void Spawn( void );
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
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 *CDeadHTorch::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadHTorch::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_htorch_dead, CDeadHTorch );
//=========================================================
// ********** DeadHTorch SPAWN **********
//=========================================================
void CDeadHTorch :: Spawn( void )
{
PRECACHE_MODEL("models/hgrunt_torch.mdl");
SET_MODEL(ENT(pev), "models/hgrunt_torch.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 htorch with bad pose\n" );
}
// Corpses have less health
pev->health = 8;
// map old bodies onto new bodies
switch( pev->body )
{
case 0: // Grunt with Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_TORCH, HEAD_TORCH );
SetBodygroup( GUN_NONE, GUN_EAGLE );
break;
case 1: // Grunt no Gun
pev->body = 0;
pev->skin = 0;
SetBodygroup( HEAD_TORCH, HEAD_TORCH );
SetBodygroup( GUN_NONE, GUN_NONE );
break;
}
MonsterInitDead();
}