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1275 lines
36 KiB
1275 lines
36 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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// bullsquid - big, spotty tentacle-mouthed meanie. |
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//========================================================= |
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#include "extdll.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 "nodes.h" |
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#include "effects.h" |
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#include "decals.h" |
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#include "soundent.h" |
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#include "game.h" |
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#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve |
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int iSquidSpitSprite; |
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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_SQUID_HURTHOP = LAST_COMMON_SCHEDULE + 1, |
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SCHED_SQUID_SMELLFOOD, |
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SCHED_SQUID_SEECRAB, |
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SCHED_SQUID_EAT, |
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SCHED_SQUID_SNIFF_AND_EAT, |
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SCHED_SQUID_WALLOW, |
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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_SQUID_HOPTURN = LAST_COMMON_TASK + 1, |
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}; |
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//========================================================= |
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// Bullsquid's spit projectile |
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//========================================================= |
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class CSquidSpit : public CBaseEntity |
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{ |
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public: |
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void Spawn( void ); |
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static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); |
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void Touch( CBaseEntity *pOther ); |
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void EXPORT Animate( void ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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int m_maxFrame; |
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}; |
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LINK_ENTITY_TO_CLASS( squidspit, CSquidSpit ); |
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TYPEDESCRIPTION CSquidSpit::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CSquidSpit, m_maxFrame, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CSquidSpit, CBaseEntity ); |
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void CSquidSpit:: Spawn( void ) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->classname = MAKE_STRING( "squidspit" ); |
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pev->solid = SOLID_BBOX; |
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pev->rendermode = kRenderTransAlpha; |
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pev->renderamt = 255; |
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SET_MODEL(ENT(pev), "sprites/bigspit.spr"); |
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pev->frame = 0; |
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pev->scale = 0.5; |
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UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); |
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m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; |
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} |
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void CSquidSpit::Animate( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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if ( pev->frame++ ) |
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{ |
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if ( pev->frame > m_maxFrame ) |
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{ |
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pev->frame = 0; |
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} |
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} |
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} |
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void CSquidSpit::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) |
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{ |
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CSquidSpit *pSpit = GetClassPtr( (CSquidSpit *)NULL ); |
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pSpit->Spawn(); |
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UTIL_SetOrigin( pSpit->pev, vecStart ); |
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pSpit->pev->velocity = vecVelocity; |
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pSpit->pev->owner = ENT(pevOwner); |
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pSpit->SetThink( &CSquidSpit::Animate ); |
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pSpit->pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CSquidSpit :: Touch ( CBaseEntity *pOther ) |
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{ |
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TraceResult tr; |
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int iPitch; |
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// splat sound |
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iPitch = RANDOM_FLOAT( 90, 110 ); |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); |
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switch ( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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} |
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if ( !pOther->pev->takedamage ) |
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{ |
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// make a splat on the wall |
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); |
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UTIL_DecalTrace(&tr, DECAL_SPIT1 + RANDOM_LONG(0,1)); |
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// make some flecks |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos ); |
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WRITE_BYTE( TE_SPRITE_SPRAY ); |
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WRITE_COORD( tr.vecEndPos.x); // pos |
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WRITE_COORD( tr.vecEndPos.y); |
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WRITE_COORD( tr.vecEndPos.z); |
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WRITE_COORD( tr.vecPlaneNormal.x); // dir |
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WRITE_COORD( tr.vecPlaneNormal.y); |
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WRITE_COORD( tr.vecPlaneNormal.z); |
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WRITE_SHORT( iSquidSpitSprite ); // model |
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WRITE_BYTE ( 5 ); // count |
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WRITE_BYTE ( 30 ); // speed |
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WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) |
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MESSAGE_END(); |
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} |
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else |
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{ |
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pOther->TakeDamage ( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC ); |
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} |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time; |
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} |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define BSQUID_AE_SPIT ( 1 ) |
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#define BSQUID_AE_BITE ( 2 ) |
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#define BSQUID_AE_BLINK ( 3 ) |
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#define BSQUID_AE_TAILWHIP ( 4 ) |
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#define BSQUID_AE_HOP ( 5 ) |
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#define BSQUID_AE_THROW ( 6 ) |
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class CBullsquid : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed( void ); |
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int ISoundMask( 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 PainSound( void ); |
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void DeathSound( void ); |
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void AlertSound ( void ); |
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void AttackSound( void ); |
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void StartTask ( Task_t *pTask ); |
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void RunTask ( Task_t *pTask ); |
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BOOL CheckMeleeAttack1 ( float flDot, float flDist ); |
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BOOL CheckMeleeAttack2 ( float flDot, float flDist ); |
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BOOL CheckRangeAttack1 ( float flDot, float flDist ); |
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void RunAI( void ); |
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BOOL FValidateHintType ( short sHint ); |
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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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int IgnoreConditions ( void ); |
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MONSTERSTATE GetIdealState ( void ); |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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CUSTOM_SCHEDULES; |
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static TYPEDESCRIPTION m_SaveData[]; |
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BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time. |
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while. |
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float m_flNextSpitTime;// last time the bullsquid used the spit attack. |
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}; |
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LINK_ENTITY_TO_CLASS( monster_bullchicken, CBullsquid ); |
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TYPEDESCRIPTION CBullsquid::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBullsquid, m_fCanThreatDisplay, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CBullsquid, m_flLastHurtTime, FIELD_TIME ), |
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DEFINE_FIELD( CBullsquid, m_flNextSpitTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CBullsquid, CBaseMonster ); |
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//========================================================= |
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// IgnoreConditions |
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//========================================================= |
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int CBullsquid::IgnoreConditions ( void ) |
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{ |
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int iIgnore = CBaseMonster::IgnoreConditions(); |
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if ( gpGlobals->time - m_flLastHurtTime <= 20 ) |
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{ |
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// haven't been hurt in 20 seconds, so let the squid care about stink. |
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iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; |
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} |
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if ( m_hEnemy != NULL ) |
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{ |
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if ( FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) |
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{ |
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// (Unless after a tasty headcrab) |
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iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; |
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} |
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} |
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return iIgnore; |
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} |
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//========================================================= |
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// IRelationship - overridden for bullsquid so that it can |
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// be made to ignore its love of headcrabs for a while. |
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//========================================================= |
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int CBullsquid::IRelationship ( CBaseEntity *pTarget ) |
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{ |
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if ( gpGlobals->time - m_flLastHurtTime < 5 && FClassnameIs ( pTarget->pev, "monster_headcrab" ) ) |
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{ |
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// if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab, |
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// tell squid to disregard crab. |
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return R_NO; |
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} |
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return CBaseMonster :: IRelationship ( pTarget ); |
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} |
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//========================================================= |
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// TakeDamage - overridden for bullsquid so we can keep track |
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// of how much time has passed since it was last injured |
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//========================================================= |
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int CBullsquid :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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float flDist; |
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Vector vecApex; |
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// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, |
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// it will swerve. (whew). |
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if ( m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 ) |
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{ |
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flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D(); |
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if ( flDist > SQUID_SPRINT_DIST ) |
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{ |
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flDist = ( pev->origin - m_Route[ m_iRouteIndex ].vecLocation ).Length2D();// reusing flDist. |
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if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) ) |
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{ |
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InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY ); |
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} |
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} |
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} |
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if ( !FClassnameIs ( pevAttacker, "monster_headcrab" ) ) |
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{ |
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// don't forget about headcrabs if it was a headcrab that hurt the squid. |
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m_flLastHurtTime = gpGlobals->time; |
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} |
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return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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//========================================================= |
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// CheckRangeAttack1 |
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//========================================================= |
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BOOL CBullsquid :: CheckRangeAttack1 ( float flDot, float flDist ) |
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{ |
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if ( IsMoving() && flDist >= 512 ) |
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{ |
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// squid will far too far behind if he stops running to spit at this distance from the enemy. |
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return FALSE; |
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} |
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if ( flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime ) |
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{ |
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if ( m_hEnemy != NULL ) |
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{ |
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if ( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256 ) |
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{ |
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// don't try to spit at someone up really high or down really low. |
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return FALSE; |
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} |
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} |
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if ( IsMoving() ) |
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{ |
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// don't spit again for a long time, resume chasing enemy. |
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m_flNextSpitTime = gpGlobals->time + 5; |
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} |
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else |
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{ |
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// not moving, so spit again pretty soon. |
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m_flNextSpitTime = gpGlobals->time + 0.5; |
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} |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer |
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// melee range than most monsters. This is the tailwhip attack |
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//========================================================= |
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BOOL CBullsquid :: CheckMeleeAttack1 ( float flDot, float flDist ) |
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{ |
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if ( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 85 && flDot >= 0.7 ) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer |
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// melee range than most monsters. This is the bite attack. |
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// this attack will not be performed if the tailwhip attack |
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// is valid. |
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//========================================================= |
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BOOL CBullsquid :: CheckMeleeAttack2 ( float flDot, float flDist ) |
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{ |
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if ( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes |
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3)) |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// FValidateHintType |
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//========================================================= |
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BOOL CBullsquid :: FValidateHintType ( short sHint ) |
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{ |
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int i; |
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static short sSquidHints[] = |
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{ |
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HINT_WORLD_HUMAN_BLOOD, |
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}; |
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for ( i = 0 ; i < ARRAYSIZE ( sSquidHints ) ; i++ ) |
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{ |
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if ( sSquidHints[ i ] == sHint ) |
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{ |
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return TRUE; |
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} |
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} |
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ALERT ( at_aiconsole, "Couldn't validate hint type" ); |
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return FALSE; |
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} |
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//========================================================= |
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// ISoundMask - returns a bit mask indicating which types |
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// of sounds this monster regards. In the base class implementation, |
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// monsters care about all sounds, but no scents. |
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//========================================================= |
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int CBullsquid :: ISoundMask ( void ) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_CARCASS | |
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bits_SOUND_MEAT | |
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bits_SOUND_GARBAGE | |
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bits_SOUND_PLAYER; |
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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 CBullsquid :: Classify ( void ) |
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{ |
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return CLASS_ALIEN_PREDATOR; |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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#define SQUID_ATTN_IDLE (float)1.5 |
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void CBullsquid :: IdleSound ( void ) |
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{ |
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switch ( RANDOM_LONG(0,4) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, SQUID_ATTN_IDLE ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, SQUID_ATTN_IDLE ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle3.wav", 1, SQUID_ATTN_IDLE ); |
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break; |
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case 3: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle4.wav", 1, SQUID_ATTN_IDLE ); |
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break; |
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case 4: |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle5.wav", 1, SQUID_ATTN_IDLE ); |
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break; |
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} |
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} |
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|
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CBullsquid :: PainSound ( void ) |
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{ |
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int iPitch = RANDOM_LONG( 85, 120 ); |
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switch ( RANDOM_LONG(0,3) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain1.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain2.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain3.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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case 3: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain4.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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} |
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} |
|
|
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CBullsquid :: AlertSound ( void ) |
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{ |
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int iPitch = RANDOM_LONG( 140, 160 ); |
|
|
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switch ( RANDOM_LONG ( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, ATTN_NORM, 0, iPitch ); |
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break; |
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} |
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} |
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|
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CBullsquid :: SetYawSpeed ( void ) |
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{ |
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int ys; |
|
|
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ys = 0; |
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|
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switch ( m_Activity ) |
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{ |
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case ACT_WALK: ys = 90; break; |
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case ACT_RUN: ys = 90; break; |
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case ACT_IDLE: ys = 90; break; |
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case ACT_RANGE_ATTACK1: ys = 90; break; |
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default: |
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ys = 90; |
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break; |
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} |
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|
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pev->yaw_speed = ys; |
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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 CBullsquid :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case BSQUID_AE_SPIT: |
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{ |
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Vector vecSpitOffset; |
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Vector vecSpitDir; |
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|
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UTIL_MakeVectors ( pev->angles ); |
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|
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// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. |
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// we should be able to read the position of bones at runtime for this info. |
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vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 ); |
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vecSpitOffset = ( pev->origin + vecSpitOffset ); |
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vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize(); |
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|
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vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 ); |
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vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 ); |
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vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 ); |
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|
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// do stuff for this event. |
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AttackSound(); |
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|
|
// spew the spittle temporary ents. |
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset ); |
|
WRITE_BYTE( TE_SPRITE_SPRAY ); |
|
WRITE_COORD( vecSpitOffset.x); // pos |
|
WRITE_COORD( vecSpitOffset.y); |
|
WRITE_COORD( vecSpitOffset.z); |
|
WRITE_COORD( vecSpitDir.x); // dir |
|
WRITE_COORD( vecSpitDir.y); |
|
WRITE_COORD( vecSpitDir.z); |
|
WRITE_SHORT( iSquidSpitSprite ); // model |
|
WRITE_BYTE ( 15 ); // count |
|
WRITE_BYTE ( 210 ); // speed |
|
WRITE_BYTE ( 25 ); // noise ( client will divide by 100 ) |
|
MESSAGE_END(); |
|
|
|
CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900 ); |
|
} |
|
break; |
|
|
|
case BSQUID_AE_BITE: |
|
{ |
|
// SOUND HERE! |
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH ); |
|
|
|
if ( pHurt ) |
|
{ |
|
//pHurt->pev->punchangle.z = -15; |
|
//pHurt->pev->punchangle.x = -45; |
|
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; |
|
} |
|
} |
|
break; |
|
|
|
case BSQUID_AE_TAILWHIP: |
|
{ |
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB ); |
|
if ( pHurt ) |
|
{ |
|
pHurt->pev->punchangle.z = -20; |
|
pHurt->pev->punchangle.x = 20; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; |
|
} |
|
} |
|
break; |
|
|
|
case BSQUID_AE_BLINK: |
|
{ |
|
// close eye. |
|
pev->skin = 1; |
|
} |
|
break; |
|
|
|
case BSQUID_AE_HOP: |
|
{ |
|
float flGravity = g_psv_gravity->value; |
|
|
|
// throw the squid up into the air on this frame. |
|
if ( FBitSet ( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
pev->flags -= FL_ONGROUND; |
|
} |
|
|
|
// jump into air for 0.8 (24/30) seconds |
|
// pev->velocity.z += (0.875 * flGravity) * 0.5; |
|
pev->velocity.z += (0.625 * flGravity) * 0.5; |
|
} |
|
break; |
|
|
|
case BSQUID_AE_THROW: |
|
{ |
|
int iPitch; |
|
|
|
// squid throws its prey IF the prey is a client. |
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, 0, 0 ); |
|
|
|
|
|
if ( pHurt ) |
|
{ |
|
// croonchy bite sound |
|
iPitch = RANDOM_FLOAT( 90, 110 ); |
|
switch ( RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch ); |
|
break; |
|
case 1: |
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch ); |
|
break; |
|
} |
|
|
|
|
|
//pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5; |
|
//pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25; |
|
//pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45; |
|
|
|
// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. |
|
UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 ); |
|
|
|
if ( pHurt->IsPlayer() ) |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300; |
|
} |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
CBaseMonster::HandleAnimEvent( pEvent ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CBullsquid :: Spawn() |
|
{ |
|
Precache( ); |
|
|
|
SET_MODEL(ENT(pev), "models/bullsquid.mdl"); |
|
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_GREEN; |
|
pev->effects = 0; |
|
pev->health = gSkillData.bullsquidHealth; |
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
m_fCanThreatDisplay = TRUE; |
|
m_flNextSpitTime = gpGlobals->time; |
|
|
|
MonsterInit(); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CBullsquid :: Precache() |
|
{ |
|
PRECACHE_MODEL("models/bullsquid.mdl"); |
|
|
|
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile. |
|
|
|
iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle. |
|
|
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event |
|
|
|
PRECACHE_SOUND("bullchicken/bc_attack2.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_attack3.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_die1.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_die2.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_die3.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_idle1.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_idle2.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_idle3.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_idle4.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_idle5.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_pain1.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_pain2.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_pain3.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_pain4.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_attackgrowl.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_attackgrowl2.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_attackgrowl3.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_acid1.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_bite2.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_bite3.wav"); |
|
|
|
PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); |
|
PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); |
|
|
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CBullsquid :: DeathSound ( void ) |
|
{ |
|
switch ( RANDOM_LONG(0,2) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_die1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_die2.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_die3.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// AttackSound |
|
//========================================================= |
|
void CBullsquid :: AttackSound ( void ) |
|
{ |
|
switch ( RANDOM_LONG(0,1) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
//======================================================== |
|
// RunAI - overridden for bullsquid because there are things |
|
// that need to be checked every think. |
|
//======================================================== |
|
void CBullsquid :: RunAI ( void ) |
|
{ |
|
// first, do base class stuff |
|
CBaseMonster :: RunAI(); |
|
|
|
if ( pev->skin != 0 ) |
|
{ |
|
// close eye if it was open. |
|
pev->skin = 0; |
|
} |
|
|
|
if ( RANDOM_LONG(0,39) == 0 ) |
|
{ |
|
pev->skin = 1; |
|
} |
|
|
|
if ( m_hEnemy != NULL && m_Activity == ACT_RUN ) |
|
{ |
|
// chasing enemy. Sprint for last bit |
|
if ( (pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST ) |
|
{ |
|
pev->framerate = 1.25; |
|
} |
|
} |
|
|
|
} |
|
|
|
//======================================================== |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
// primary range attack |
|
Task_t tlSquidRangeAttack1[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
}; |
|
|
|
Schedule_t slSquidRangeAttack1[] = |
|
{ |
|
{ |
|
tlSquidRangeAttack1, |
|
ARRAYSIZE ( tlSquidRangeAttack1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED, |
|
0, |
|
"Squid Range Attack1" |
|
}, |
|
}; |
|
|
|
// Chase enemy schedule |
|
Task_t tlSquidChaseEnemy1[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation. |
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSquidChaseEnemy[] = |
|
{ |
|
{ |
|
tlSquidChaseEnemy1, |
|
ARRAYSIZE ( tlSquidChaseEnemy1 ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_SMELL_FOOD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2 | |
|
bits_COND_TASK_FAILED | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER | |
|
bits_SOUND_MEAT, |
|
"Squid Chase Enemy" |
|
}, |
|
}; |
|
|
|
Task_t tlSquidHurtHop[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SOUND_WAKE, (float)0 }, |
|
{ TASK_SQUID_HOPTURN, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 },// in case squid didn't turn all the way in the air. |
|
}; |
|
|
|
Schedule_t slSquidHurtHop[] = |
|
{ |
|
{ |
|
tlSquidHurtHop, |
|
ARRAYSIZE ( tlSquidHurtHop ), |
|
0, |
|
0, |
|
"SquidHurtHop" |
|
} |
|
}; |
|
|
|
Task_t tlSquidSeeCrab[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_SOUND_WAKE, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EXCITED }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSquidSeeCrab[] = |
|
{ |
|
{ |
|
tlSquidSeeCrab, |
|
ARRAYSIZE ( tlSquidSeeCrab ), |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"SquidSeeCrab" |
|
} |
|
}; |
|
|
|
// squid walks to something tasty and eats it. |
|
Task_t tlSquidEat[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_EAT, (float)10 },// this is in case the squid can't get to the food |
|
{ TASK_STORE_LASTPOSITION, (float)0 }, |
|
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT }, |
|
{ TASK_EAT, (float)50 }, |
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_CLEAR_LASTPOSITION, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSquidEat[] = |
|
{ |
|
{ |
|
tlSquidEat, |
|
ARRAYSIZE( tlSquidEat ), |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_NEW_ENEMY , |
|
|
|
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask |
|
// here or the monster won't detect these sounds at ALL while running this schedule. |
|
bits_SOUND_MEAT | |
|
bits_SOUND_CARCASS, |
|
"SquidEat" |
|
} |
|
}; |
|
|
|
// this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind |
|
// the squid. This schedule plays a sniff animation before going to the source of food. |
|
Task_t tlSquidSniffAndEat[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_EAT, (float)10 },// this is in case the squid can't get to the food |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT }, |
|
{ TASK_STORE_LASTPOSITION, (float)0 }, |
|
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_EAT }, |
|
{ TASK_EAT, (float)50 }, |
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_CLEAR_LASTPOSITION, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSquidSniffAndEat[] = |
|
{ |
|
{ |
|
tlSquidSniffAndEat, |
|
ARRAYSIZE( tlSquidSniffAndEat ), |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_NEW_ENEMY , |
|
|
|
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask |
|
// here or the monster won't detect these sounds at ALL while running this schedule. |
|
bits_SOUND_MEAT | |
|
bits_SOUND_CARCASS, |
|
"SquidSniffAndEat" |
|
} |
|
}; |
|
|
|
// squid does this to stinky things. |
|
Task_t tlSquidWallow[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_EAT, (float)10 },// this is in case the squid can't get to the stinkiness |
|
{ TASK_STORE_LASTPOSITION, (float)0 }, |
|
{ TASK_GET_PATH_TO_BESTSCENT, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR}, |
|
{ TASK_EAT, (float)50 },// keeps squid from eating or sniffing anything else for a while. |
|
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_CLEAR_LASTPOSITION, (float)0 }, |
|
}; |
|
|
|
Schedule_t slSquidWallow[] = |
|
{ |
|
{ |
|
tlSquidWallow, |
|
ARRAYSIZE( tlSquidWallow ), |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE | |
|
bits_COND_NEW_ENEMY , |
|
|
|
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask |
|
// here or the monster won't detect these sounds at ALL while running this schedule. |
|
bits_SOUND_GARBAGE, |
|
|
|
"SquidWallow" |
|
} |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES( CBullsquid ) |
|
{ |
|
slSquidRangeAttack1, |
|
slSquidChaseEnemy, |
|
slSquidHurtHop, |
|
slSquidSeeCrab, |
|
slSquidEat, |
|
slSquidSniffAndEat, |
|
slSquidWallow |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CBullsquid, CBaseMonster ); |
|
|
|
//========================================================= |
|
// GetSchedule |
|
//========================================================= |
|
Schedule_t *CBullsquid :: GetSchedule( void ) |
|
{ |
|
switch ( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_ALERT: |
|
{ |
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_SQUID_HURTHOP ); |
|
} |
|
|
|
if ( HasConditions(bits_COND_SMELL_FOOD) ) |
|
{ |
|
CSound *pSound; |
|
|
|
pSound = PBestScent(); |
|
|
|
if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) ) |
|
{ |
|
// scent is behind or occluded |
|
return GetScheduleOfType( SCHED_SQUID_SNIFF_AND_EAT ); |
|
} |
|
|
|
// food is right out in the open. Just go get it. |
|
return GetScheduleOfType( SCHED_SQUID_EAT ); |
|
} |
|
|
|
if ( HasConditions(bits_COND_SMELL) ) |
|
{ |
|
// there's something stinky. |
|
CSound *pSound; |
|
|
|
pSound = PBestScent(); |
|
if ( pSound ) |
|
return GetScheduleOfType( SCHED_SQUID_WALLOW); |
|
} |
|
|
|
break; |
|
} |
|
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(); |
|
} |
|
|
|
if ( HasConditions(bits_COND_NEW_ENEMY) ) |
|
{ |
|
if ( m_fCanThreatDisplay && IRelationship( m_hEnemy ) == R_HT ) |
|
{ |
|
// this means squid sees a headcrab! |
|
m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime. |
|
return GetScheduleOfType ( SCHED_SQUID_SEECRAB ); |
|
} |
|
else |
|
{ |
|
return GetScheduleOfType ( SCHED_WAKE_ANGRY ); |
|
} |
|
} |
|
|
|
if ( HasConditions(bits_COND_SMELL_FOOD) ) |
|
{ |
|
CSound *pSound; |
|
|
|
pSound = PBestScent(); |
|
|
|
if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) ) |
|
{ |
|
// scent is behind or occluded |
|
return GetScheduleOfType( SCHED_SQUID_SNIFF_AND_EAT ); |
|
} |
|
|
|
// food is right out in the open. Just go get it. |
|
return GetScheduleOfType( SCHED_SQUID_EAT ); |
|
} |
|
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); |
|
} |
|
|
|
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); |
|
} |
|
|
|
if ( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) ) |
|
{ |
|
return GetScheduleOfType ( SCHED_MELEE_ATTACK2 ); |
|
} |
|
|
|
return GetScheduleOfType ( SCHED_CHASE_ENEMY ); |
|
|
|
break; |
|
} |
|
} |
|
|
|
return CBaseMonster :: GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
// GetScheduleOfType |
|
//========================================================= |
|
Schedule_t* CBullsquid :: GetScheduleOfType ( int Type ) |
|
{ |
|
switch ( Type ) |
|
{ |
|
case SCHED_RANGE_ATTACK1: |
|
return &slSquidRangeAttack1[ 0 ]; |
|
break; |
|
case SCHED_SQUID_HURTHOP: |
|
return &slSquidHurtHop[ 0 ]; |
|
break; |
|
case SCHED_SQUID_SEECRAB: |
|
return &slSquidSeeCrab[ 0 ]; |
|
break; |
|
case SCHED_SQUID_EAT: |
|
return &slSquidEat[ 0 ]; |
|
break; |
|
case SCHED_SQUID_SNIFF_AND_EAT: |
|
return &slSquidSniffAndEat[ 0 ]; |
|
break; |
|
case SCHED_SQUID_WALLOW: |
|
return &slSquidWallow[ 0 ]; |
|
break; |
|
case SCHED_CHASE_ENEMY: |
|
return &slSquidChaseEnemy[ 0 ]; |
|
break; |
|
} |
|
|
|
return CBaseMonster :: GetScheduleOfType ( Type ); |
|
} |
|
|
|
//========================================================= |
|
// Start task - selects the correct activity and performs |
|
// any necessary calculations to start the next task on the |
|
// schedule. OVERRIDDEN for bullsquid because it needs to |
|
// know explicitly when the last attempt to chase the enemy |
|
// failed, since that impacts its attack choices. |
|
//========================================================= |
|
void CBullsquid :: StartTask ( Task_t *pTask ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_MELEE_ATTACK2: |
|
{ |
|
switch ( RANDOM_LONG ( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
|
|
CBaseMonster :: StartTask ( pTask ); |
|
break; |
|
} |
|
case TASK_SQUID_HOPTURN: |
|
{ |
|
SetActivity ( ACT_HOP ); |
|
MakeIdealYaw ( m_vecEnemyLKP ); |
|
break; |
|
} |
|
case TASK_GET_PATH_TO_ENEMY: |
|
{ |
|
if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
} |
|
else |
|
{ |
|
ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" ); |
|
TaskFail(); |
|
} |
|
break; |
|
} |
|
default: |
|
{ |
|
CBaseMonster :: StartTask ( pTask ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CBullsquid :: RunTask ( Task_t *pTask ) |
|
{ |
|
switch ( pTask->iTask ) |
|
{ |
|
case TASK_SQUID_HOPTURN: |
|
{ |
|
MakeIdealYaw( m_vecEnemyLKP ); |
|
ChangeYaw( pev->yaw_speed ); |
|
|
|
if ( m_fSequenceFinished ) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
} |
|
break; |
|
} |
|
default: |
|
{ |
|
CBaseMonster :: RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
// GetIdealState - Overridden for Bullsquid to deal with |
|
// the feature that makes it lose interest in headcrabs for |
|
// a while if something injures it. |
|
//========================================================= |
|
MONSTERSTATE CBullsquid :: GetIdealState ( void ) |
|
{ |
|
int iConditions; |
|
|
|
iConditions = IScheduleFlags(); |
|
|
|
// If no schedule conditions, the new ideal state is probably the reason we're in here. |
|
switch ( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
/* |
|
COMBAT goes to ALERT upon death of enemy |
|
*/ |
|
{ |
|
if ( m_hEnemy != NULL && ( iConditions & bits_COND_LIGHT_DAMAGE || iConditions & bits_COND_HEAVY_DAMAGE ) && FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) |
|
{ |
|
// if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while. |
|
m_hEnemy = NULL; |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
} |
|
break; |
|
} |
|
} |
|
|
|
m_IdealMonsterState = CBaseMonster :: GetIdealState(); |
|
|
|
return m_IdealMonsterState; |
|
} |
|
|
|
|