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1128 lines
29 KiB
1128 lines
29 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "ai_squadslot.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "te.h"
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#include "hl1_ai_basenpc.h"
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ConVar sk_agrunt_health( "sk_agrunt_health", "0" );
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ConVar sk_agrunt_dmg_punch( "sk_agrunt_dmg_punch", "0" );
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define AGRUNT_AE_HORNET1 ( 1 )
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#define AGRUNT_AE_HORNET2 ( 2 )
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#define AGRUNT_AE_HORNET3 ( 3 )
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#define AGRUNT_AE_HORNET4 ( 4 )
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#define AGRUNT_AE_HORNET5 ( 5 )
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// some events are set up in the QC file that aren't recognized by the code yet.
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#define AGRUNT_AE_PUNCH ( 6 )
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#define AGRUNT_AE_BITE ( 7 )
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#define AGRUNT_AE_LEFT_FOOT ( 10 )
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#define AGRUNT_AE_RIGHT_FOOT ( 11 )
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#define AGRUNT_AE_LEFT_PUNCH ( 12 )
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#define AGRUNT_AE_RIGHT_PUNCH ( 13 )
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#define AGRUNT_MELEE_DIST 100
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int iAgruntMuzzleFlash;
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int ACT_THREAT_DISPLAY;
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// -----------------------------------------------
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// > Squad slots
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// -----------------------------------------------
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enum AGruntSquadSlot_T
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{
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AGRUNT_SQUAD_SLOT_HORNET1 = LAST_SHARED_SQUADSLOT,
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AGRUNT_SQUAD_SLOT_HORNET2,
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AGRUNT_SQUAD_SLOT_CHASE,
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};
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enum
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{
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SCHED_AGRUNT_FAIL = LAST_SHARED_SCHEDULE,
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SCHED_AGRUNT_COMBAT_FAIL,
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SCHED_AGRUNT_STANDOFF,
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SCHED_AGRUNT_SUPPRESS_HORNET,
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SCHED_AGRUNT_RANGE_ATTACK,
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SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
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SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
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SCHED_AGRUNT_VICTORY_DANCE,
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SCHED_AGRUNT_THREAT_DISPLAY,
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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_AGRUNT_SETUP_HIDE_ATTACK = LAST_SHARED_TASK,
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TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE,
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TASK_AGRUNT_RANGE_ATTACK1_NOTURN,
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};
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class CNPC_AlienGrunt : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_AlienGrunt, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void );
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Class_T Classify ( void ){ return CLASS_ALIEN_MILITARY; }
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int GetSoundInterests ( void );
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void HandleAnimEvent( animevent_t *pEvent );
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void AlertSound( void );
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void DeathSound( const CTakeDamageInfo &info );
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void PainSound( const CTakeDamageInfo &info );
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void AttackSound( void );
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bool ShouldSpeak( void );
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void PrescheduleThink ( void );
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bool FCanCheckAttacks ( void );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack1Conditions ( float flDot, float flDist );
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void StopTalking ( void );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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int TranslateSchedule( int scheduleType ); //GetScheduleOfType
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int SelectSchedule( void ); // GetSchedule
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int IRelationPriority( CBaseEntity *pTarget );
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/*
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int IRelationship( CBaseEntity *pTarget );
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*/
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public:
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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bool m_fCanHornetAttack;
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float m_flNextHornetAttackCheck;
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float m_flNextPainTime;
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// three hacky fields for speech stuff. These don't really need to be saved.
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float m_flNextSpeakTime;
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float m_flNextWordTime;
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float m_flDamageTime;
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};
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LINK_ENTITY_TO_CLASS( monster_alien_grunt, CNPC_AlienGrunt );
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BEGIN_DATADESC( CNPC_AlienGrunt )
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DEFINE_FIELD( m_fCanHornetAttack, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flNextHornetAttackCheck, FIELD_TIME ),
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DEFINE_FIELD( m_flNextPainTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSpeakTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextWordTime, FIELD_TIME ),
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DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
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END_DATADESC()
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int CNPC_AlienGrunt::IRelationPriority( CBaseEntity *pTarget )
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{
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//I hate grunts more than anything.
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if ( pTarget->Classify() == CLASS_HUMAN_MILITARY )
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{
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if ( FClassnameIs( pTarget, "monster_human_grunt" ) )
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{
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return ( BaseClass::IRelationPriority ( pTarget ) + 1 );
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}
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}
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return BaseClass::IRelationPriority( pTarget );
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}
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void CNPC_AlienGrunt::Spawn()
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{
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Precache();
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SetModel( "models/agrunt.mdl");
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UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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Vector vecSurroundingMins( -32, -32, 0 );
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Vector vecSurroundingMaxs( 32, 32, 85 );
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CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_GREEN;
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ClearEffects();
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m_iHealth = sk_agrunt_health.GetFloat();
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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CapabilitiesAdd ( bits_CAP_SQUAD | bits_CAP_MOVE_GROUND );
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CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 );
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// Innate range attack for kicking
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CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );
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m_HackedGunPos = Vector( 24, 64, 48 );
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m_flNextSpeakTime = m_flNextWordTime = gpGlobals->curtime + 10 + random->RandomInt( 0, 10 );
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SetHullType(HULL_WIDE_HUMAN);
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SetHullSizeNormal();
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SetRenderColor( 255, 255, 255, 255 );
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NPCInit();
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BaseClass::Spawn();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_AlienGrunt::Precache()
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{
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PrecacheModel("models/agrunt.mdl");
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iAgruntMuzzleFlash = PrecacheModel( "sprites/muz4.vmt" );
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UTIL_PrecacheOther( "hornet" );
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PrecacheScriptSound( "Weapon_Hornetgun.Single" );
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PrecacheScriptSound( "AlienGrunt.LeftFoot" );
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PrecacheScriptSound( "AlienGrunt.RightFoot" );
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PrecacheScriptSound( "AlienGrunt.AttackHit" );
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PrecacheScriptSound( "AlienGrunt.AttackMiss" );
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PrecacheScriptSound( "AlienGrunt.Die" );
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PrecacheScriptSound( "AlienGrunt.Alert" );
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PrecacheScriptSound( "AlienGrunt.Attack" );
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PrecacheScriptSound( "AlienGrunt.Pain" );
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PrecacheScriptSound( "AlienGrunt.Idle" );
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}
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float CNPC_AlienGrunt::MaxYawSpeed( void )
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{
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float ys;
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switch ( GetActivity() )
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{
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 110;
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break;
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default:
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ys = 100;
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}
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return ys;
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}
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int CNPC_AlienGrunt::GetSoundInterests ( void )
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{
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return SOUND_WORLD |
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SOUND_COMBAT |
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SOUND_PLAYER |
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SOUND_DANGER;
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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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// Returns number of events handled, 0 if none.
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//=========================================================
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void CNPC_AlienGrunt::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case AGRUNT_AE_HORNET1:
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case AGRUNT_AE_HORNET2:
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case AGRUNT_AE_HORNET3:
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case AGRUNT_AE_HORNET4:
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case AGRUNT_AE_HORNET5:
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{
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// m_vecEnemyLKP should be center of enemy body
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Vector vecArmPos;
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QAngle angArmDir;
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Vector vecDirToEnemy;
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QAngle angDir;
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if (HasCondition( COND_SEE_ENEMY) && GetEnemy())
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{
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Vector vecEnemyLKP = GetEnemy()->GetAbsOrigin();
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vecDirToEnemy = ( ( vecEnemyLKP ) - GetAbsOrigin() );
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VectorAngles( vecDirToEnemy, angDir );
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VectorNormalize( vecDirToEnemy );
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}
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else
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{
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angDir = GetAbsAngles();
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angDir.x = -angDir.x;
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Vector vForward;
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AngleVectors( angDir, &vForward );
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vecDirToEnemy = vForward;
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}
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DoMuzzleFlash();
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// make angles +-180
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if (angDir.x > 180)
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{
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angDir.x = angDir.x - 360;
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}
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// SetBlending( 0, angDir.x );
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GetAttachment( "0", vecArmPos, angArmDir );
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vecArmPos = vecArmPos + vecDirToEnemy * 32;
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CPVSFilter filter( GetAbsOrigin() );
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te->Sprite( filter, 0.0,
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&vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 );
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this );
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Vector vForward;
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AngleVectors( angDir, &vForward );
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pHornet->SetAbsVelocity( vForward * 300 );
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pHornet->SetOwnerEntity( this );
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EmitSound( "Weapon_Hornetgun.Single" );
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CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer();
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if ( pHornetMonster )
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{
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pHornetMonster->SetEnemy( GetEnemy() );
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}
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}
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break;
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case AGRUNT_AE_LEFT_FOOT:
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// left foot
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{
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CPASAttenuationFilter filter2( this );
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EmitSound( filter2, entindex(), "AlienGrunt.LeftFoot" );
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}
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break;
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case AGRUNT_AE_RIGHT_FOOT:
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// right foot
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{
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CPASAttenuationFilter filter3( this );
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EmitSound( filter3, entindex(), "AlienGrunt.RightFoot" );
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}
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break;
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case AGRUNT_AE_LEFT_PUNCH:
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{
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Vector vecMins = GetHullMins();
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Vector vecMaxs = GetHullMaxs();
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vecMins.z = vecMins.x;
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vecMaxs.z = vecMaxs.x;
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CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
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CPASAttenuationFilter filter4( this );
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if ( pHurt )
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{
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
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pHurt->ViewPunch( QAngle( -25, 8, 0) );
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Vector vRight;
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AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
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// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
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if ( pHurt->IsPlayer() )
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{
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// this is a player. Knock him around.
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 );
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}
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EmitSound(filter4, entindex(), "AlienGrunt.AttackHit" );
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Vector vecArmPos;
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QAngle angArmAng;
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GetAttachment( 0, vecArmPos, angArmAng );
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SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
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}
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else
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{
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// Play a random attack miss sound
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EmitSound(filter4, entindex(), "AlienGrunt.AttackMiss" );
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}
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}
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break;
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case AGRUNT_AE_RIGHT_PUNCH:
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{
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Vector vecMins = GetHullMins();
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Vector vecMaxs = GetHullMaxs();
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vecMins.z = vecMins.x;
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vecMaxs.z = vecMaxs.x;
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CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
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CPASAttenuationFilter filter5( this );
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if ( pHurt )
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{
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
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pHurt->ViewPunch( QAngle( 25, 8, 0) );
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// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
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||
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if ( pHurt->IsPlayer() )
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||
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{
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||
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// this is a player. Knock him around.
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||
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Vector vRight;
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||
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AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
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||
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pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 );
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||
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}
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||
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||
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EmitSound( filter5, entindex(), "AlienGrunt.AttackHit" );
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||
|
|
||
|
Vector vecArmPos;
|
||
|
QAngle angArmAng;
|
||
|
GetAttachment( 0, vecArmPos, angArmAng );
|
||
|
SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Play a random attack miss sound
|
||
|
EmitSound( filter5, entindex(), "AlienGrunt.AttackMiss" );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::HandleAnimEvent( pEvent );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// DieSound
|
||
|
//=========================================================
|
||
|
void CNPC_AlienGrunt::DeathSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
StopTalking();
|
||
|
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "AlienGrunt.Die" );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// AlertSound
|
||
|
//=========================================================
|
||
|
void CNPC_AlienGrunt::AlertSound( void )
|
||
|
{
|
||
|
StopTalking();
|
||
|
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "AlienGrunt.Alert" );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// AttackSound
|
||
|
//=========================================================
|
||
|
void CNPC_AlienGrunt::AttackSound( void )
|
||
|
{
|
||
|
StopTalking();
|
||
|
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "AlienGrunt.Attack" );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// PainSound
|
||
|
//=========================================================
|
||
|
void CNPC_AlienGrunt::PainSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( m_flNextPainTime > gpGlobals->curtime )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_flNextPainTime = gpGlobals->curtime + 0.6;
|
||
|
|
||
|
StopTalking();
|
||
|
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(),"AlienGrunt.Pain" );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ShouldSpeak - Should this agrunt be talking?
|
||
|
//=========================================================
|
||
|
bool CNPC_AlienGrunt::ShouldSpeak( void )
|
||
|
{
|
||
|
if ( m_flNextSpeakTime > gpGlobals->curtime )
|
||
|
{
|
||
|
// my time to talk is still in the future.
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
if ( m_spawnflags & SF_NPC_GAG )
|
||
|
{
|
||
|
if ( m_NPCState != NPC_STATE_COMBAT )
|
||
|
{
|
||
|
// if gagged, don't talk outside of combat.
|
||
|
// if not going to talk because of this, put the talk time
|
||
|
// into the future a bit, so we don't talk immediately after
|
||
|
// going into combat
|
||
|
m_flNextSpeakTime = gpGlobals->curtime + 3;
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// PrescheduleThink
|
||
|
//=========================================================
|
||
|
void CNPC_AlienGrunt::PrescheduleThink ( void )
|
||
|
{
|
||
|
BaseClass::PrescheduleThink();
|
||
|
|
||
|
if ( ShouldSpeak() )
|
||
|
{
|
||
|
if ( m_flNextWordTime < gpGlobals->curtime )
|
||
|
{
|
||
|
// play a new sound
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "AlienGrunt.Idle" );
|
||
|
|
||
|
// is this word our last?
|
||
|
if ( random->RandomInt( 1, 10 ) <= 1 )
|
||
|
{
|
||
|
// stop talking.
|
||
|
StopTalking();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flNextWordTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// FCanCheckAttacks - this is overridden for alien grunts
|
||
|
// because they can use their smart weapons against unseen
|
||
|
// enemies. Base class doesn't attack anyone it can't see.
|
||
|
//=========================================================
|
||
|
bool CNPC_AlienGrunt::FCanCheckAttacks ( void )
|
||
|
{
|
||
|
if ( !HasCondition( COND_ENEMY_TOO_FAR ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckMeleeAttack1 - alien grunts zap the crap out of
|
||
|
// any enemy that gets too close.
|
||
|
//=========================================================
|
||
|
int CNPC_AlienGrunt::MeleeAttack1Conditions ( float flDot, float flDist )
|
||
|
{
|
||
|
if ( flDist > AGRUNT_MELEE_DIST )
|
||
|
return COND_NONE;
|
||
|
|
||
|
if ( flDot < 0.6 )
|
||
|
return COND_NONE;
|
||
|
|
||
|
if ( HasCondition ( COND_SEE_ENEMY ) && GetEnemy() != NULL )
|
||
|
return COND_CAN_MELEE_ATTACK1;
|
||
|
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// CheckRangeAttack1
|
||
|
//
|
||
|
// !!!LATER - we may want to load balance this. Several
|
||
|
// tracelines are done, so we may not want to do this every
|
||
|
// server frame. Definitely not while firing.
|
||
|
//=========================================================
|
||
|
int CNPC_AlienGrunt::RangeAttack1Conditions ( float flDot, float flDist )
|
||
|
{
|
||
|
if ( gpGlobals->curtime < m_flNextHornetAttackCheck )
|
||
|
{
|
||
|
if ( HasCondition( COND_SEE_ENEMY ) )
|
||
|
{
|
||
|
if ( m_fCanHornetAttack == true )
|
||
|
{
|
||
|
return COND_CAN_RANGE_ATTACK1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
|
||
|
if ( flDist < AGRUNT_MELEE_DIST )
|
||
|
return COND_NONE;
|
||
|
|
||
|
if ( flDist > 1024 )
|
||
|
return COND_NONE;
|
||
|
|
||
|
if ( flDot < 0.5 )
|
||
|
return COND_NONE;
|
||
|
|
||
|
if ( HasCondition( COND_SEE_ENEMY ) )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector vecArmPos;
|
||
|
QAngle angArmDir;
|
||
|
|
||
|
// verify that a shot fired from the gun will hit the enemy before the world.
|
||
|
// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
|
||
|
GetAttachment( "0", vecArmPos, angArmDir );
|
||
|
UTIL_TraceLine( vecArmPos, GetEnemy()->BodyTarget( vecArmPos ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
|
||
|
{
|
||
|
m_flNextHornetAttackCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 );
|
||
|
m_fCanHornetAttack = true;
|
||
|
|
||
|
return COND_CAN_RANGE_ATTACK1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_flNextHornetAttackCheck = gpGlobals->curtime + 0.2;// don't check for half second if this check wasn't successful
|
||
|
m_fCanHornetAttack = false;
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// StopTalking - won't speak again for 10-20 seconds.
|
||
|
//=========================================================
|
||
|
void CNPC_AlienGrunt::StopTalking( void )
|
||
|
{
|
||
|
m_flNextWordTime = m_flNextSpeakTime = gpGlobals->curtime + 10 + random->RandomInt(0, 10);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_AlienGrunt::StartTask ( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
|
||
|
{
|
||
|
SetLastAttackTime( gpGlobals->curtime );
|
||
|
ResetIdealActivity( ACT_RANGE_ATTACK1 );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE:
|
||
|
{
|
||
|
Vector forward;
|
||
|
AngleVectors( GetAbsAngles(), &forward );
|
||
|
Vector flEnemyLKP = GetEnemyLKP();
|
||
|
|
||
|
GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET);
|
||
|
|
||
|
if ( GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET) )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg ( "AGruntGetPathToEnemyCorpse failed!!\n" );
|
||
|
TaskFail( FAIL_NO_ROUTE );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_AGRUNT_SETUP_HIDE_ATTACK:
|
||
|
// alien grunt shoots hornets back out into the open from a concealed location.
|
||
|
// try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
|
||
|
// ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.
|
||
|
|
||
|
CHL1BaseNPC *pEnemyMonsterPtr;
|
||
|
|
||
|
pEnemyMonsterPtr = (CHL1BaseNPC *)GetEnemy()->MyNPCPointer();
|
||
|
|
||
|
if ( pEnemyMonsterPtr )
|
||
|
{
|
||
|
Vector vecCenter, vForward, vRight, vecEnemyLKP;
|
||
|
QAngle angTmp;
|
||
|
trace_t tr;
|
||
|
BOOL fSkip;
|
||
|
|
||
|
fSkip = FALSE;
|
||
|
vecCenter = WorldSpaceCenter();
|
||
|
vecEnemyLKP = GetEnemyLKP();
|
||
|
|
||
|
VectorAngles( vecEnemyLKP - GetAbsOrigin(), angTmp );
|
||
|
SetAbsAngles( angTmp );
|
||
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
|
||
|
|
||
|
UTIL_TraceLine( WorldSpaceCenter() + vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 128 );
|
||
|
fSkip = TRUE;
|
||
|
TaskComplete();
|
||
|
}
|
||
|
|
||
|
if ( !fSkip )
|
||
|
{
|
||
|
UTIL_TraceLine( WorldSpaceCenter() - vForward * 128, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 128 );
|
||
|
fSkip = TRUE;
|
||
|
TaskComplete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !fSkip )
|
||
|
{
|
||
|
UTIL_TraceLine( WorldSpaceCenter() + vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() + vRight * 256 );
|
||
|
fSkip = TRUE;
|
||
|
TaskComplete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !fSkip )
|
||
|
{
|
||
|
UTIL_TraceLine( WorldSpaceCenter() - vForward * 256, vecEnemyLKP, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if ( tr.fraction == 1.0 )
|
||
|
{
|
||
|
GetMotor()->SetIdealYawToTargetAndUpdate ( GetAbsOrigin() - vRight * 256 );
|
||
|
fSkip = TRUE;
|
||
|
TaskComplete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !fSkip )
|
||
|
{
|
||
|
TaskFail( FAIL_NO_COVER );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg ( "AGRunt - no enemy monster ptr!!!\n" );
|
||
|
TaskFail( FAIL_NO_ENEMY );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::StartTask ( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_AlienGrunt::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
// NOTE: This is obsolete. Don't use it for HL2 code
|
||
|
case TASK_AGRUNT_RANGE_ATTACK1_NOTURN:
|
||
|
{
|
||
|
AutoMovement( );
|
||
|
|
||
|
if ( IsActivityFinished() )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
BaseClass::RunTask( pTask );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// GetSchedule - Decides which type of schedule best suits
|
||
|
// the monster's current state and conditions. Then calls
|
||
|
// monster's member function to get a pointer to a schedule
|
||
|
// of the proper type.
|
||
|
//=========================================================
|
||
|
int CNPC_AlienGrunt::SelectSchedule( void )
|
||
|
{
|
||
|
if ( HasCondition( COND_HEAR_DANGER ) )
|
||
|
{
|
||
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
||
|
}
|
||
|
|
||
|
switch ( m_NPCState )
|
||
|
{
|
||
|
case NPC_STATE_COMBAT:
|
||
|
{
|
||
|
// dead enemy
|
||
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
||
|
{
|
||
|
// call base class, all code to handle dead enemies is centralized there.
|
||
|
return BaseClass::SelectSchedule();
|
||
|
}
|
||
|
|
||
|
if ( HasCondition( COND_NEW_ENEMY) )
|
||
|
{
|
||
|
return SCHED_WAKE_ANGRY;
|
||
|
}
|
||
|
|
||
|
// zap player!
|
||
|
if ( HasCondition ( COND_CAN_MELEE_ATTACK1 ) )
|
||
|
{
|
||
|
AttackSound();// this is a total hack. Should be parto f the schedule
|
||
|
return SCHED_MELEE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
if ( HasCondition ( COND_HEAVY_DAMAGE ) )
|
||
|
{
|
||
|
return SCHED_SMALL_FLINCH;
|
||
|
}
|
||
|
|
||
|
// can attack
|
||
|
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( AGRUNT_SQUAD_SLOT_HORNET1, AGRUNT_SQUAD_SLOT_HORNET2 ) )
|
||
|
{
|
||
|
return SCHED_RANGE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
if ( OccupyStrategySlot ( AGRUNT_SQUAD_SLOT_CHASE ) )
|
||
|
{
|
||
|
return SCHED_CHASE_ENEMY;
|
||
|
}
|
||
|
|
||
|
return SCHED_STANDOFF;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::SelectSchedule();
|
||
|
}
|
||
|
|
||
|
int CNPC_AlienGrunt::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
switch ( scheduleType )
|
||
|
{
|
||
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||
|
return SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY;
|
||
|
break;
|
||
|
|
||
|
/*case SCHED_RANGE_ATTACK1:
|
||
|
if ( HasCondition( COND_SEE_ENEMY ) )
|
||
|
return SCHED_AGRUNT_RANGE_ATTACK;
|
||
|
// else
|
||
|
// return SCHED_AGRUNT_HIDDEN_RANGE_ATTACK;
|
||
|
break;*/
|
||
|
|
||
|
case SCHED_STANDOFF:
|
||
|
return SCHED_AGRUNT_STANDOFF;
|
||
|
break;
|
||
|
|
||
|
case SCHED_VICTORY_DANCE:
|
||
|
return SCHED_AGRUNT_VICTORY_DANCE;
|
||
|
break;
|
||
|
case SCHED_FAIL:
|
||
|
// no fail schedule specified, so pick a good generic one.
|
||
|
{
|
||
|
if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
// I have an enemy
|
||
|
// !!!LATER - what if this enemy is really far away and i'm chasing him?
|
||
|
// this schedule will make me stop, face his last known position for 2
|
||
|
// seconds, and then try to move again
|
||
|
return SCHED_AGRUNT_COMBAT_FAIL;
|
||
|
}
|
||
|
|
||
|
return SCHED_AGRUNT_FAIL;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
void CNPC_AlienGrunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
CTakeDamageInfo ainfo = info;
|
||
|
|
||
|
float flDamage = ainfo.GetDamage();
|
||
|
|
||
|
if ( ptr->hitgroup == 10 && (ainfo.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB)))
|
||
|
{
|
||
|
// hit armor
|
||
|
if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) )
|
||
|
{
|
||
|
CPVSFilter filter( ptr->endpos );
|
||
|
te->ArmorRicochet( filter, 0.0, &ptr->endpos, &ptr->plane.normal );
|
||
|
m_flDamageTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
if ( random->RandomInt( 0, 1 ) == 0 )
|
||
|
{
|
||
|
Vector vecTracerDir = vecDir;
|
||
|
|
||
|
vecTracerDir.x += random->RandomFloat( -0.3, 0.3 );
|
||
|
vecTracerDir.y += random->RandomFloat( -0.3, 0.3 );
|
||
|
vecTracerDir.z += random->RandomFloat( -0.3, 0.3 );
|
||
|
|
||
|
vecTracerDir = vecTracerDir * -512;
|
||
|
|
||
|
Vector vEndPos = ptr->endpos + vecTracerDir;
|
||
|
|
||
|
UTIL_Tracer( ptr->endpos, vEndPos, ENTINDEX( edict() ) );
|
||
|
}
|
||
|
|
||
|
flDamage -= 20;
|
||
|
if (flDamage <= 0)
|
||
|
flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
|
||
|
|
||
|
ainfo.SetDamage( flDamage );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SpawnBlood( ptr->endpos, vecDir, BloodColor(), flDamage);// a little surface blood.
|
||
|
TraceBleed( flDamage, vecDir, ptr, ainfo.GetDamageType() );
|
||
|
}
|
||
|
|
||
|
AddMultiDamage( ainfo, this );
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// AI Schedules Specific to this monster
|
||
|
//=========================================================
|
||
|
AI_BEGIN_CUSTOM_NPC( monster_alien_grunt, CNPC_AlienGrunt )
|
||
|
|
||
|
DECLARE_ACTIVITY( ACT_THREAT_DISPLAY )
|
||
|
|
||
|
DECLARE_TASK ( TASK_AGRUNT_SETUP_HIDE_ATTACK )
|
||
|
DECLARE_TASK ( TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE )
|
||
|
DECLARE_TASK ( TASK_AGRUNT_RANGE_ATTACK1_NOTURN )
|
||
|
|
||
|
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET1 )
|
||
|
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_HORNET2 )
|
||
|
DECLARE_SQUADSLOT( AGRUNT_SQUAD_SLOT_CHASE )
|
||
|
|
||
|
//=========================================================
|
||
|
// Fail Schedule
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_FAIL,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 2"
|
||
|
" TASK_WAIT_PVS 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// Combat Fail Schedule
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_COMBAT_FAIL,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT_FACE_ENEMY 2"
|
||
|
" TASK_WAIT_PVS 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// Standoff schedule. Used in combat when a monster is
|
||
|
// hiding in cover or the enemy has moved out of sight.
|
||
|
// Should we look around in this schedule?
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_STANDOFF,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT_FACE_ENEMY 2"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_SEE_ENEMY"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_HEAR_DANGER"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// Suppress
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_SUPPRESS_HORNET,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_RANGE_ATTACK1 0"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// primary range attacks
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_RANGE_ATTACK,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_RANGE_ATTACK1 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_HIDDEN_RANGE_ATTACK,
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_STANDOFF"
|
||
|
" TASK_AGRUNT_SETUP_HIDE_ATTACK 0"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_IDEAL 0"
|
||
|
" TASK_AGRUNT_RANGE_ATTACK1_NOTURN 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_HEAR_DANGER"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// Take cover from enemy! Tries lateral cover before node
|
||
|
// cover!
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_TAKE_COVER_FROM_ENEMY,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_WAIT 0.2"
|
||
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_REMEMBER MEMORY:INCOVER"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// Victory dance!
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_VICTORY_DANCE,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_AGRUNT_THREAT_DISPLAY"
|
||
|
" TASK_WAIT 0.2"
|
||
|
" TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE 0"
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_AGRUNT_THREAT_DISPLAY,
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_THREAT_DISPLAY"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_HEAR_PLAYER"
|
||
|
" COND_HEAR_COMBAT"
|
||
|
" COND_HEAR_WORLD"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|