Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "hl1_npc_hgrunt.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "basecombatweapon.h"
#include "hl1_basegrenade.h"
#include "ai_interactions.h"
#include "scripted.h"
#include "hl1_basegrenade.h"
#include "hl1_grenade_mp5.h"
ConVar sk_hgrunt_health( "sk_hgrunt_health","0");
ConVar sk_hgrunt_kick ( "sk_hgrunt_kick", "0" );
ConVar sk_hgrunt_pellets ( "sk_hgrunt_pellets", "0" );
ConVar sk_hgrunt_gspeed ( "sk_hgrunt_gspeed", "0" );
extern ConVar sk_plr_dmg_grenade;
extern ConVar sk_plr_dmg_mp5_grenade;
#define SF_GRUNT_LEADER ( 1 << 5 )
int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
int g_iSquadIndex = 0;
#define HGRUNT_GUN_SPREAD 0.08716f
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define GRUNT_VOL 0.35 // volume of grunt sounds
#define GRUNT_SNDLVL SNDLVL_NORM // soundlevel of grunt sentences
#define HGRUNT_LIMP_HEALTH 20
#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define HGRUNT_9MMAR ( 1 << 0)
#define HGRUNT_HANDGRENADE ( 1 << 1)
#define HGRUNT_GRENADELAUNCHER ( 1 << 2)
#define HGRUNT_SHOTGUN ( 1 << 3)
#define HEAD_GROUP 1
#define HEAD_GRUNT 0
#define HEAD_COMMANDER 1
#define HEAD_SHOTGUN 2
#define HEAD_M203 3
#define GUN_GROUP 2
#define GUN_MP5 0
#define GUN_SHOTGUN 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HGRUNT_AE_RELOAD ( 2 )
#define HGRUNT_AE_KICK ( 3 )
#define HGRUNT_AE_BURST1 ( 4 )
#define HGRUNT_AE_BURST2 ( 5 )
#define HGRUNT_AE_BURST3 ( 6 )
#define HGRUNT_AE_GREN_TOSS ( 7 )
#define HGRUNT_AE_GREN_LAUNCH ( 8 )
#define HGRUNT_AE_GREN_DROP ( 9 )
#define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
const char *CNPC_HGrunt::pGruntSentences[] =
{
"HG_GREN", // grenade scared grunt
"HG_ALERT", // sees player
"HG_MONSTER", // sees monster
"HG_COVER", // running to cover
"HG_THROW", // about to throw grenade
"HG_CHARGE", // running out to get the enemy
"HG_TAUNT", // say rude things
};
enum HGRUNT_SENTENCE_TYPES
{
HGRUNT_SENT_NONE = -1,
HGRUNT_SENT_GREN = 0,
HGRUNT_SENT_ALERT,
HGRUNT_SENT_MONSTER,
HGRUNT_SENT_COVER,
HGRUNT_SENT_THROW,
HGRUNT_SENT_CHARGE,
HGRUNT_SENT_TAUNT,
} ;
LINK_ENTITY_TO_CLASS( monster_human_grunt, CNPC_HGrunt );
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_GRUNT_FAIL = LAST_SHARED_SCHEDULE,
SCHED_GRUNT_COMBAT_FAIL,
SCHED_GRUNT_VICTORY_DANCE,
SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,
SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE_RETRY,
SCHED_GRUNT_FOUND_ENEMY,
SCHED_GRUNT_COMBAT_FACE,
SCHED_GRUNT_SIGNAL_SUPPRESS,
SCHED_GRUNT_SUPPRESS,
SCHED_GRUNT_WAIT_IN_COVER,
SCHED_GRUNT_TAKE_COVER,
SCHED_GRUNT_GRENADE_COVER,
SCHED_GRUNT_TOSS_GRENADE_COVER,
SCHED_GRUNT_HIDE_RELOAD,
SCHED_GRUNT_SWEEP,
SCHED_GRUNT_RANGE_ATTACK1A,
SCHED_GRUNT_RANGE_ATTACK1B,
SCHED_GRUNT_RANGE_ATTACK2,
SCHED_GRUNT_REPEL,
SCHED_GRUNT_REPEL_ATTACK,
SCHED_GRUNT_REPEL_LAND,
SCHED_GRUNT_TAKE_COVER_FAILED,
SCHED_GRUNT_RELOAD,
SCHED_GRUNT_TAKE_COVER_FROM_ENEMY,
SCHED_GRUNT_BARNACLE_HIT,
SCHED_GRUNT_BARNACLE_PULL,
SCHED_GRUNT_BARNACLE_CHOMP,
SCHED_GRUNT_BARNACLE_CHEW,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_GRUNT_FACE_TOSS_DIR = LAST_SHARED_TASK + 1,
TASK_GRUNT_SPEAK_SENTENCE,
TASK_GRUNT_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
enum
{
COND_GRUNT_NOFIRE = LAST_SHARED_CONDITION + 1,
};
// -----------------------------------------------
// > Squad slots
// -----------------------------------------------
enum SquadSlot_T
{
SQUAD_SLOT_GRENADE1 = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_GRENADE2,
SQUAD_SLOT_ENGAGE1,
SQUAD_SLOT_ENGAGE2,
};
int ACT_GRUNT_LAUNCH_GRENADE;
int ACT_GRUNT_TOSS_GRENADE;
int ACT_GRUNT_MP5_STANDING;
int ACT_GRUNT_MP5_CROUCHING;
int ACT_GRUNT_SHOTGUN_STANDING;
int ACT_GRUNT_SHOTGUN_CROUCHING;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_HGrunt )
DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( m_flNextPainTime, FIELD_TIME ),
DEFINE_FIELD( m_flCheckAttackTime, FIELD_FLOAT ),
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_iLastGrenadeCondition, FIELD_INTEGER ),
DEFINE_FIELD( m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iClipSize, FIELD_INTEGER ),
DEFINE_FIELD( m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( m_iSentence, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_iWeapons, FIELD_INTEGER, "weapons" ),
DEFINE_FIELD( m_bInBarnacleMouth, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flLastEnemySightTime, FIELD_TIME ),
DEFINE_FIELD( m_flTalkWaitTime, FIELD_TIME ),
//DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
END_DATADESC()
//=========================================================
// Spawn
//=========================================================
void CNPC_HGrunt::Spawn()
{
Precache( );
SetModel( "models/hgrunt.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_RED;
ClearEffects();
m_iHealth = sk_hgrunt_health.GetFloat();
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
m_flNextGrenadeCheck = gpGlobals->curtime + 1;
m_flNextPainTime = gpGlobals->curtime;
m_iSentence = HGRUNT_SENT_NONE;
CapabilitiesClear();
CapabilitiesAdd ( bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP | bits_CAP_MOVE_GROUND );
CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 );
// Innate range attack for grenade
CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK2 );
// Innate range attack for kicking
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );
m_fFirstEncounter = true;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0, 0, 55 );
if ( m_iWeapons == 0)
{
// initialize to original values
m_iWeapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE;
// pev->weapons = HGRUNT_SHOTGUN;
// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
}
if (FBitSet( m_iWeapons, HGRUNT_SHOTGUN ))
{
SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
m_iClipSize = 8;
}
else
{
m_iClipSize = GRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_iClipSize;
if ( random->RandomInt( 0, 99 ) < 80)
m_nSkin = 0; // light skin
else
m_nSkin = 1; // dark skin
if (FBitSet( m_iWeapons, HGRUNT_SHOTGUN ))
{
SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN);
}
else if (FBitSet( m_iWeapons, HGRUNT_GRENADELAUNCHER ))
{
SetBodygroup( HEAD_GROUP, HEAD_M203 );
m_nSkin = 1; // alway dark skin
}
m_flTalkWaitTime = 0;
//HACK
g_iSquadIndex = 0;
BaseClass::Spawn();
NPCInit();
}
int CNPC_HGrunt::IRelationPriority( CBaseEntity *pTarget )
{
//I hate alien grunts more than anything.
if ( pTarget->Classify() == CLASS_ALIEN_MILITARY )
{
if ( FClassnameIs( pTarget, "monster_alien_grunt" ) )
{
return ( BaseClass::IRelationPriority ( pTarget ) + 1 );
}
}
return BaseClass::IRelationPriority( pTarget );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_HGrunt::Precache()
{
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
PrecacheModel("models/hgrunt.mdl");
// get voice pitch
if ( random->RandomInt(0,1))
m_voicePitch = 109 + random->RandomInt(0,7);
else
m_voicePitch = 100;
PrecacheScriptSound( "HGrunt.Reload" );
PrecacheScriptSound( "HGrunt.GrenadeLaunch" );
PrecacheScriptSound( "HGrunt.9MM" );
PrecacheScriptSound( "HGrunt.Shotgun" );
PrecacheScriptSound( "HGrunt.Pain" );
PrecacheScriptSound( "HGrunt.Die" );
BaseClass::Precache();
UTIL_PrecacheOther( "grenade_hand" );
UTIL_PrecacheOther( "grenade_mp5" );
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
bool CNPC_HGrunt::FOkToSpeak( void )
{
// if someone else is talking, don't speak
if ( gpGlobals->curtime <= m_flTalkWaitTime )
return FALSE;
if ( m_spawnflags & SF_NPC_GAG )
{
if ( m_NPCState != NPC_STATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE;
}
}
return TRUE;
}
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
//=========================================================
void CNPC_HGrunt::SpeakSentence( void )
{
if ( m_iSentence == HGRUNT_SENT_NONE )
{
// no sentence cued up.
return;
}
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( edict(), pGruntSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
//=========================================================
void CNPC_HGrunt::JustSpoke( void )
{
m_flTalkWaitTime = gpGlobals->curtime + random->RandomFloat( 1.5f, 2.0f );
m_iSentence = HGRUNT_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CNPC_HGrunt::PrescheduleThink ( void )
{
BaseClass::PrescheduleThink();
if ( m_pSquad && GetEnemy() != NULL )
{
if ( m_pSquad->GetLeader() == NULL )
return;
CNPC_HGrunt *pSquadLeader = (CNPC_HGrunt*)m_pSquad->GetLeader()->MyNPCPointer();
if ( pSquadLeader == NULL )
return; //Paranoid, so making sure it's ok.
if ( HasCondition ( COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
pSquadLeader->m_flLastEnemySightTime = gpGlobals->curtime;
}
else
{
if ( gpGlobals->curtime - pSquadLeader->m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
pSquadLeader->GetEnemies()->MarkAsEluded( GetEnemy() );
}
}
}
}
Class_T CNPC_HGrunt::Classify ( void )
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
//
// SquadRecruit(), get some monsters of my classification and
// link them as a group. returns the group size
//
//=========================================================
int CNPC_HGrunt::SquadRecruit( int searchRadius, int maxMembers )
{
int squadCount;
int iMyClass = Classify();// cache this monster's class
if ( maxMembers < 2 )
return 0;
// I am my own leader
squadCount = 1;
CBaseEntity *pEntity = NULL;
if ( m_SquadName != NULL_STRING )
{
// I have a netname, so unconditionally recruit everyone else with that name.
pEntity = gEntList.FindEntityByClassname( pEntity, "monster_human_grunt" );
while ( pEntity )
{
CNPC_HGrunt *pRecruit = (CNPC_HGrunt*)pEntity->MyNPCPointer();
if ( pRecruit )
{
if ( !pRecruit->m_pSquad && pRecruit->Classify() == iMyClass && pRecruit != this )
{
// minimum protection here against user error.in worldcraft.
if ( pRecruit->m_SquadName != NULL_STRING && FStrEq( STRING( m_SquadName ), STRING( pRecruit->m_SquadName ) ) )
{
pRecruit->InitSquad();
squadCount++;
}
}
}
pEntity = gEntList.FindEntityByClassname( pEntity, "monster_human_grunt" );
}
return squadCount;
}
else
{
char szSquadName[64];
Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", g_iSquadIndex );
m_SquadName = AllocPooledString( szSquadName );
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL )
{
if ( !FClassnameIs ( pEntity, "monster_human_grunt" ) )
continue;
CNPC_HGrunt *pRecruit = (CNPC_HGrunt*)pEntity->MyNPCPointer();
if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_hCine )
{
// Can we recruit this guy?
if ( !pRecruit->m_pSquad && pRecruit->Classify() == iMyClass &&
( (iMyClass != CLASS_ALIEN_MONSTER) || FClassnameIs( this, pRecruit->GetClassname() ) ) &&
!pRecruit->m_SquadName )
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), pRecruit->GetAbsOrigin() + GetViewOffset(), MASK_NPCSOLID_BRUSHONLY, pRecruit, COLLISION_GROUP_NONE, &tr );// try to hit recruit with a traceline.
if ( tr.fraction == 1.0 )
{
//We're ready to recruit people, so start a squad if I don't have one.
if ( !m_pSquad )
{
InitSquad();
}
pRecruit->m_SquadName = m_SquadName;
pRecruit->CapabilitiesAdd ( bits_CAP_SQUAD );
pRecruit->InitSquad();
squadCount++;
}
}
}
}
if ( squadCount > 1 )
{
g_iSquadIndex++;
}
}
return squadCount;
}
void CNPC_HGrunt::StartNPC ( void )
{
if ( !m_pSquad )
{
if ( m_SquadName != NULL_STRING )
{
// if I have a groupname, I can only recruit if I'm flagged as leader
if ( GetSpawnFlags() & SF_GRUNT_LEADER )
{
InitSquad();
// try to form squads now.
int iSquadSize = SquadRecruit( 1024, 4 );
if ( iSquadSize )
{
Msg ( "Squad of %d %s formed\n", iSquadSize, GetClassname() );
}
}
else
{
//Hacky.
//Revisit me later.
const char *pSquadName = STRING( m_SquadName );
m_SquadName = NULL_STRING;
BaseClass::StartNPC();
m_SquadName = MAKE_STRING( pSquadName );
return;
}
}
else
{
int iSquadSize = SquadRecruit( 1024, 4 );
if ( iSquadSize )
{
Msg ( "Squad of %d %s formed\n", iSquadSize, GetClassname() );
}
}
}
BaseClass::StartNPC();
if ( m_pSquad && m_pSquad->IsLeader( this ) )
{
SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack
m_nSkin = 0;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
int CNPC_HGrunt::MeleeAttack1Conditions ( float flDot, float flDist )
{
if (flDist > 64)
return COND_TOO_FAR_TO_ATTACK;
else if (flDot < 0.7)
return COND_NOT_FACING_ATTACK;
return COND_CAN_MELEE_ATTACK1;
}
//=========================================================
// CheckRangeAttack1 - overridden for HGrunt, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HGrunt can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
int CNPC_HGrunt::RangeAttack1Conditions ( float flDot, float flDist )
{
if ( !HasCondition( COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
trace_t tr;
if ( !GetEnemy()->IsPlayer() && flDist <= 64 )
{
// kick nonclients, but don't shoot at them.
return COND_NONE;
}
Vector vecSrc;
QAngle angAngles;
GetAttachment( "0", vecSrc, angAngles );
//NDebugOverlay::Line( GetAbsOrigin() + GetViewOffset(), GetEnemy()->BodyTarget(GetAbsOrigin() + GetViewOffset()), 255, 0, 0, false, 0.1 );
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), GetEnemy()->BodyTarget(GetAbsOrigin() + GetViewOffset()), MASK_SHOT, this/*pentIgnore*/, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
{
//NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 1.0 );
return COND_CAN_RANGE_ATTACK1;
}
//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
}
if ( !NoFriendlyFire() )
return COND_WEAPON_BLOCKED_BY_FRIEND; //err =|
return COND_NONE;
}
int CNPC_HGrunt::RangeAttack2Conditions( float flDot, float flDist )
{
m_iLastGrenadeCondition = GetGrenadeConditions( flDot, flDist );
return m_iLastGrenadeCondition;
}
int CNPC_HGrunt::GetGrenadeConditions( float flDot, float flDist )
{
if ( !FBitSet( m_iWeapons, ( HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER ) ) )
return COND_NONE;
// assume things haven't changed too much since last time
if (gpGlobals->curtime < m_flNextGrenadeCheck )
return m_iLastGrenadeCondition;
if ( m_flGroundSpeed != 0 )
return COND_NONE;
CBaseEntity *pEnemy = GetEnemy();
if (!pEnemy)
return COND_NONE;
Vector flEnemyLKP = GetEnemyLKP();
if ( !(pEnemy->GetFlags() & FL_ONGROUND) && pEnemy->GetWaterLevel() == 0 && flEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
return COND_NONE;
}
Vector vecTarget;
if (FBitSet( m_iWeapons, HGRUNT_HANDGRENADE))
{
// find feet
if ( random->RandomInt( 0,1 ) )
{
// magically know where they are
pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
}
else
{
// toss it to where you last saw them
vecTarget = flEnemyLKP;
}
}
else
{
// find target
// vecTarget = GetEnemy()->BodyTarget( GetAbsOrigin() );
vecTarget = GetEnemy()->GetAbsOrigin() + (GetEnemy()->BodyTarget( GetAbsOrigin() ) - GetEnemy()->GetAbsOrigin());
// estimate position
if ( HasCondition( COND_SEE_ENEMY))
{
vecTarget = vecTarget + ((vecTarget - GetAbsOrigin()).Length() / sk_hgrunt_gspeed.GetFloat()) * GetEnemy()->GetAbsVelocity();
}
}
// are any of my squad members near the intended grenade impact area?
if ( m_pSquad )
{
if ( m_pSquad->SquadMemberInRange( vecTarget, 256 ) )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return COND_NONE;
}
}
if ( ( vecTarget - GetAbsOrigin() ).Length2D() <= 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return COND_NONE;
}
if (FBitSet( m_iWeapons, HGRUNT_HANDGRENADE))
{
Vector vGunPos;
QAngle angGunAngles;
GetAttachment( "0", vGunPos, angGunAngles );
Vector vecToss = VecCheckToss( this, vGunPos, vecTarget, -1, 0.5, false );
if ( vecToss != vec3_origin )
{
m_vecTossVelocity = vecToss;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
return COND_CAN_RANGE_ATTACK2;
}
else
{
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return COND_NONE;
}
}
else
{
Vector vGunPos;
QAngle angGunAngles;
GetAttachment( "0", vGunPos, angGunAngles );
Vector vecToss = VecCheckThrow( this, vGunPos, vecTarget, sk_hgrunt_gspeed.GetFloat(), 0.5 );
if ( vecToss != vec3_origin )
{
m_vecTossVelocity = vecToss;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
return COND_CAN_RANGE_ATTACK2;
}
else
{
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return COND_NONE;
}
}
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
bool CNPC_HGrunt::FCanCheckAttacks( void )
{
// This condition set when too close to a grenade to blow it up
if ( !HasCondition( COND_TOO_CLOSE_TO_ATTACK ) )
{
return true;
}
else
{
return false;
}
}
int CNPC_HGrunt::GetSoundInterests( void )
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_PLAYER |
SOUND_BULLET_IMPACT |
SOUND_DANGER;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CNPC_HGrunt::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo info = inputInfo;
// check for helmet shot
if (ptr->hitgroup == 11)
{
// make sure we're wearing one
if ( GetBodygroup( 1 ) == HEAD_GRUNT && (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
{
// absorb damage
info.SetDamage( info.GetDamage() - 20 );
if ( info.GetDamage() <= 0 )
info.SetDamage( 0.01 );
}
// it's head shot anyways
ptr->hitgroup = HITGROUP_HEAD;
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//=========================================================
// TakeDamage - overridden for the grunt because the grunt
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CNPC_HGrunt::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
Forget( bits_MEMORY_INCOVER );
return BaseClass::OnTakeDamage_Alive ( inputInfo );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CNPC_HGrunt::MaxYawSpeed( void )
{
float flYS;
switch ( GetActivity() )
{
case ACT_IDLE:
flYS = 150;
break;
case ACT_RUN:
flYS = 150;
break;
case ACT_WALK:
flYS = 180;
break;
case ACT_RANGE_ATTACK1:
flYS = 120;
break;
case ACT_RANGE_ATTACK2:
flYS = 120;
break;
case ACT_MELEE_ATTACK1:
flYS = 120;
break;
case ACT_MELEE_ATTACK2:
flYS = 120;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
flYS = 180;
break;
case ACT_GLIDE:
case ACT_FLY:
flYS = 30;
break;
default:
flYS = 90;
break;
}
// Yaw speed is handled differently now!
return flYS * 0.5f;
}
void CNPC_HGrunt::IdleSound( void )
{
if (FOkToSpeak() && ( g_fGruntQuestion || random->RandomInt( 0,1 ) ) )
{
if (!g_fGruntQuestion)
{
// ask question or make statement
switch ( random->RandomInt( 0,2 ) )
{
case 0: // check in
SENTENCEG_PlayRndSz( edict(), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, SNDLVL_NORM, 0, m_voicePitch);
g_fGruntQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz( edict(), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, SNDLVL_NORM, 0, m_voicePitch);
g_fGruntQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz( edict(), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, SNDLVL_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fGruntQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz( edict(), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, SNDLVL_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz( edict(), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, SNDLVL_NORM, 0, m_voicePitch);
break;
}
g_fGruntQuestion = 0;
}
JustSpoke();
}
}
bool CNPC_HGrunt::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
if (interactionType == g_interactionBarnacleVictimDangle)
{
// Force choosing of a new schedule
ClearSchedule( "Soldier being eaten by a barnacle" );
m_bInBarnacleMouth = true;
return true;
}
else if ( interactionType == g_interactionBarnacleVictimReleased )
{
SetState ( NPC_STATE_IDLE );
m_bInBarnacleMouth = false;
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_STEP );
return true;
}
else if ( interactionType == g_interactionBarnacleVictimGrab )
{
if ( GetFlags() & FL_ONGROUND )
{
SetGroundEntity( NULL );
}
//Maybe this will break something else.
if ( GetState() == NPC_STATE_SCRIPT )
{
m_hCine->CancelScript();
ClearSchedule( "Soldier grabbed by a barnacle" );
}
SetState( NPC_STATE_PRONE );
CTakeDamageInfo info;
PainSound( info );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Combine needs to check ammo
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_HGrunt::CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
SetCondition( COND_NO_PRIMARY_AMMO );
}
//=========================================================
//=========================================================
CBaseEntity *CNPC_HGrunt::Kick( void )
{
trace_t tr;
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vecStart = GetAbsOrigin();
vecStart.z += WorldAlignSize().z * 0.5;
Vector vecEnd = vecStart + (forward * 70);
UTIL_TraceHull( vecStart, vecEnd, Vector(-16,-16,-18), Vector(16,16,18), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt )
{
CBaseEntity *pEntity = tr.m_pEnt;
return pEntity;
}
return NULL;
}
Vector CNPC_HGrunt::Weapon_ShootPosition( void )
{
if ( m_fStanding )
return GetAbsOrigin() + Vector( 0, 0, 60 );
else
return GetAbsOrigin() + Vector( 0, 0, 48 );
}
void CNPC_HGrunt::Event_Killed( const CTakeDamageInfo &info )
{
Vector vecGunPos;
QAngle vecGunAngles;
GetAttachment( "0", vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( GUN_GROUP, GUN_NONE );
// If the gun would drop into a wall, spawn it at our origin
if( UTIL_PointContents( vecGunPos ) & CONTENTS_SOLID )
{
vecGunPos = GetAbsOrigin();
}
// now spawn a gun.
if (FBitSet( m_iWeapons, HGRUNT_SHOTGUN ))
{
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else
{
DropItem( "weapon_mp5", vecGunPos, vecGunAngles );
}
if (FBitSet( m_iWeapons, HGRUNT_GRENADELAUNCHER ))
{
DropItem( "ammo_ARgrenades", BodyTarget( GetAbsOrigin() ), vecGunAngles );
}
BaseClass::Event_Killed( info );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_HGrunt::HandleAnimEvent( animevent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_AE_RELOAD:
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "HGrunt.Reload" );
m_cAmmoLoaded = m_iClipSize;
ClearCondition( COND_NO_PRIMARY_AMMO);
}
break;
case HGRUNT_AE_GREN_TOSS:
{
CHandGrenade *pGrenade = (CHandGrenade*)Create( "grenade_hand", GetAbsOrigin() + Vector(0,0,60), vec3_angle );
if ( pGrenade )
{
pGrenade->ShootTimed( this, m_vecTossVelocity, 3.5 );
}
m_iLastGrenadeCondition = COND_NONE;
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
Msg( "Tossing a grenade to flush you out!\n" );
}
break;
case HGRUNT_AE_GREN_LAUNCH:
{
CPASAttenuationFilter filter2( this );
EmitSound( filter2, entindex(), "HGrunt.GrenadeLaunch" );
Vector vecSrc;
QAngle angAngles;
GetAttachment( "0", vecSrc, angAngles );
CGrenadeMP5 * m_pMyGrenade = (CGrenadeMP5*)Create( "grenade_mp5", vecSrc, angAngles, this );
m_pMyGrenade->SetAbsVelocity( m_vecTossVelocity );
m_pMyGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), 0, 0 ) );
m_pMyGrenade->SetMoveType( MOVETYPE_FLYGRAVITY );
m_pMyGrenade->SetThrower( this );
m_pMyGrenade->SetDamage( sk_plr_dmg_mp5_grenade.GetFloat() );
if (g_iSkillLevel == SKILL_HARD)
m_flNextGrenadeCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 );// wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_iLastGrenadeCondition = COND_NONE;
Msg( "Using grenade launcer to flush you out!\n" );
}
break;
case HGRUNT_AE_GREN_DROP:
{
CHandGrenade *pGrenade = (CHandGrenade*)Create( "grenade_hand", Weapon_ShootPosition(), vec3_angle );
if ( pGrenade )
{
pGrenade->ShootTimed( this, m_vecTossVelocity, 3.5 );
}
m_iLastGrenadeCondition = COND_NONE;
Msg( "Dropping a grenade!\n" );
}
break;
case HGRUNT_AE_BURST1:
{
if ( FBitSet( m_iWeapons, HGRUNT_9MMAR ) )
{
Shoot();
CPASAttenuationFilter filter3( this );
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
EmitSound( filter3, entindex(), "HGrunt.9MM" );
}
else
{
Shotgun( );
CPASAttenuationFilter filter4( this );
EmitSound( filter4, entindex(), "HGrunt.Shotgun" );
}
CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), 384, 0.3 );
}
break;
case HGRUNT_AE_BURST2:
case HGRUNT_AE_BURST3:
Shoot();
break;
case HGRUNT_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// SOUND HERE!
Vector forward, up;
AngleVectors( GetAbsAngles(), &forward, NULL, &up );
if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
pHurt->ViewPunch( QAngle( 15, 0, 0) );
// Don't give velocity or damage to the world
if( pHurt->entindex() > 0 )
{
pHurt->ApplyAbsVelocityImpulse( forward * 100 + up * 50 );
CTakeDamageInfo info( this, this, sk_hgrunt_kick.GetFloat(), DMG_CLUB );
CalculateMeleeDamageForce( &info, forward, pHurt->GetAbsOrigin() );
pHurt->TakeDamage( info );
}
}
}
break;
case HGRUNT_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( edict(), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
}
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
void CNPC_HGrunt::SetAim( const Vector &aimDir )
{
QAngle angDir;
VectorAngles( aimDir, angDir );
float curPitch = GetPoseParameter( "XR" );
float newPitch = curPitch + UTIL_AngleDiff( UTIL_ApproachAngle( angDir.x, curPitch, 60 ), curPitch );
SetPoseParameter( "XR", -newPitch );
}
//=========================================================
// Shoot
//=========================================================
void CNPC_HGrunt::Shoot ( void )
{
if ( GetEnemy() == NULL )
return;
Vector vecShootOrigin = Weapon_ShootPosition();
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin );
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
Vector vecShellVelocity = right * random->RandomFloat(40,90) + up * random->RandomFloat( 75,200 ) + forward * random->RandomFloat( -40, 40 );
EjectShell( vecShootOrigin - vecShootDir * 24, vecShellVelocity, GetAbsAngles().y, 0 );
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, m_iAmmoType ); // shoot +-5 degrees
DoMuzzleFlash();
m_cAmmoLoaded--;// take away a bullet!
SetAim( vecShootDir );
}
//=========================================================
// Shoot
//=========================================================
void CNPC_HGrunt::Shotgun ( void )
{
if ( GetEnemy() == NULL )
return;
Vector vecShootOrigin = Weapon_ShootPosition();
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin );
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
Vector vecShellVelocity = right * random->RandomFloat(40,90) + up * random->RandomFloat( 75,200 ) + forward * random->RandomFloat( -40, 40 );
EjectShell( vecShootOrigin - vecShootDir * 24, vecShellVelocity, GetAbsAngles().y, 1 );
FireBullets( sk_hgrunt_pellets.GetFloat(), vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, m_iAmmoType, 0 ); // shoot +-7.5 degrees
DoMuzzleFlash();
m_cAmmoLoaded--;// take away a bullet!
SetAim( vecShootDir );
}
//=========================================================
// start task
//=========================================================
void CNPC_HGrunt::StartTask ( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_GRUNT_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
}
TaskComplete();
break;
case TASK_GRUNT_SPEAK_SENTENCE:
SpeakSentence();
TaskComplete();
break;
case TASK_WALK_PATH:
case TASK_RUN_PATH:
// grunt no longer assumes he is covered if he moves
Forget( bits_MEMORY_INCOVER );
BaseClass ::StartTask( pTask );
break;
case TASK_RELOAD:
SetIdealActivity( ACT_RELOAD );
break;
case TASK_GRUNT_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
BaseClass::StartTask( pTask );
if (GetMoveType() == MOVETYPE_FLYGRAVITY)
{
SetIdealActivity( ACT_GLIDE );
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CNPC_HGrunt::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_GRUNT_FACE_TOSS_DIR:
{
// project a point along the toss vector and turn to face that point.
GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
if ( FacingIdeal() )
{
TaskComplete();
}
break;
}
default:
{
BaseClass::RunTask( pTask );
break;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CNPC_HGrunt::PainSound( const CTakeDamageInfo &info )
{
if ( gpGlobals->curtime > m_flNextPainTime )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "HGrunt.Pain" );
m_flNextPainTime = gpGlobals->curtime + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CNPC_HGrunt::DeathSound( const CTakeDamageInfo &info )
{
CPASAttenuationFilter filter( this, ATTN_IDLE );
EmitSound( filter, entindex(), "HGrunt.Die" );
}
//=========================================================
// SetActivity
//=========================================================
Activity CNPC_HGrunt::NPC_TranslateActivity( Activity eNewActivity )
{
switch ( eNewActivity)
{
case ACT_RANGE_ATTACK1:
// grunt is either shooting standing or shooting crouched
if (FBitSet( m_iWeapons, HGRUNT_9MMAR))
{
if ( m_fStanding )
{
// get aimable sequence
return (Activity)ACT_GRUNT_MP5_STANDING;
}
else
{
// get crouching shoot
return (Activity)ACT_GRUNT_MP5_CROUCHING;
}
}
else
{
if ( m_fStanding )
{
// get aimable sequence
return (Activity)ACT_GRUNT_SHOTGUN_STANDING;
}
else
{
// get crouching shoot
return (Activity)ACT_GRUNT_SHOTGUN_CROUCHING;
}
}
break;
case ACT_RANGE_ATTACK2:
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( m_iWeapons & HGRUNT_HANDGRENADE )
{
// get toss anim
return (Activity)ACT_GRUNT_TOSS_GRENADE;
}
else
{
// get launch anim
return (Activity)ACT_GRUNT_LAUNCH_GRENADE;
}
break;
case ACT_RUN:
if ( m_iHealth <= HGRUNT_LIMP_HEALTH )
{
// limp!
return ACT_RUN_HURT;
}
else
{
return eNewActivity;
}
break;
case ACT_WALK:
if ( m_iHealth <= HGRUNT_LIMP_HEALTH )
{
// limp!
return ACT_WALK_HURT;
}
else
{
return eNewActivity;
}
break;
case ACT_IDLE:
if ( m_NPCState == NPC_STATE_COMBAT )
{
eNewActivity = ACT_IDLE_ANGRY;
}
break;
}
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
void CNPC_HGrunt::ClearAttackConditions( void )
{
bool fCanRangeAttack2 = HasCondition( COND_CAN_RANGE_ATTACK2 );
// Call the base class.
BaseClass::ClearAttackConditions();
if( fCanRangeAttack2 )
{
// We don't allow the base class to clear this condition because we
// don't sense for it every frame.
SetCondition( COND_CAN_RANGE_ATTACK2 );
}
}
int CNPC_HGrunt::SelectSchedule( void )
{
// clear old sentence
m_iSentence = HGRUNT_SENT_NONE;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( GetMoveType() == MOVETYPE_FLYGRAVITY && m_NPCState != NPC_STATE_PRONE )
{
if (GetFlags() & FL_ONGROUND)
{
// just landed
SetMoveType( MOVETYPE_STEP );
SetGravity( 1.0 );
return SCHED_GRUNT_REPEL_LAND;
}
else
{
// repel down a rope,
if ( m_NPCState == NPC_STATE_COMBAT )
return SCHED_GRUNT_REPEL_ATTACK;
else
return SCHED_GRUNT_REPEL;
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasCondition ( COND_HEAR_DANGER ) )
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( edict(), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
switch ( m_NPCState )
{
case NPC_STATE_PRONE:
{
if (m_bInBarnacleMouth)
{
return SCHED_GRUNT_BARNACLE_CHOMP;
}
else
{
return SCHED_GRUNT_BARNACLE_HIT;
}
}
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();
}
// new enemy
if ( HasCondition( COND_NEW_ENEMY) )
{
if ( m_pSquad )
{
if ( !m_pSquad->IsLeader( this ) )
{
return SCHED_TAKE_COVER_FROM_ENEMY;
}
else
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if ((GetEnemy() != NULL) && GetEnemy()->IsPlayer())
// player
SENTENCEG_PlayRndSz( edict(), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
else if ((GetEnemy() != NULL) &&
(GetEnemy()->Classify() != CLASS_PLAYER_ALLY) &&
(GetEnemy()->Classify() != CLASS_HUMAN_PASSIVE) &&
(GetEnemy()->Classify() != CLASS_MACHINE) )
// monster
SENTENCEG_PlayRndSz( edict(), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) )
{
return SCHED_GRUNT_SUPPRESS;
}
else
{
return SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE;
}
}
}
}
// no ammo
else if ( HasCondition ( COND_NO_PRIMARY_AMMO ) )
{
//!!!KELLY - this individual just realized he's out of bullet ammo.
// He's going to try to find cover to run to and reload, but rarely, if
// none is available, he'll drop and reload in the open here.
return SCHED_GRUNT_HIDE_RELOAD;
}
// damaged just a little
else if ( HasCondition( COND_LIGHT_DAMAGE ) )
{
// if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = random->RandomInt(0,99);
if ( iPercent <= 90 && GetEnemy() != NULL )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_COVER;
//JustSpoke();
}
return SCHED_TAKE_COVER_FROM_ENEMY;
}
else
{
return SCHED_SMALL_FLINCH;
}
}
// can kick
else if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
return SCHED_MELEE_ATTACK1;
}
// can grenade launch
else if ( FBitSet( m_iWeapons, HGRUNT_GRENADELAUNCHER) && HasCondition ( COND_CAN_RANGE_ATTACK2 ) && OccupyStrategySlotRange( SQUAD_SLOT_GRENADE1, SQUAD_SLOT_GRENADE2 ) )
{
// shoot a grenade if you can
return SCHED_RANGE_ATTACK2;
}
// can shoot
else if ( HasCondition ( COND_CAN_RANGE_ATTACK1 ) )
{
if ( m_pSquad )
{
if ( m_pSquad->GetLeader() != NULL )
{
CAI_BaseNPC *pSquadLeader = m_pSquad->GetLeader()->MyNPCPointer();
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( pSquadLeader && pSquadLeader->EnemyHasEludedMe() && !HasCondition ( COND_ENEMY_FACING_ME ) )
{
return SCHED_GRUNT_FOUND_ENEMY;
}
}
}
if ( OccupyStrategySlotRange ( SQUAD_SLOT_ENGAGE1, SQUAD_SLOT_ENGAGE2 ) )
{
// try to take an available ENGAGE slot
return SCHED_RANGE_ATTACK1;
}
else if ( HasCondition ( COND_CAN_RANGE_ATTACK2 ) && OccupyStrategySlotRange( SQUAD_SLOT_GRENADE1, SQUAD_SLOT_GRENADE2 ) )
{
// throw a grenade if can and no engage slots are available
return SCHED_RANGE_ATTACK2;
}
else
{
// hide!
return SCHED_TAKE_COVER_FROM_ENEMY;
}
}
// can't see enemy
else if ( HasCondition( COND_ENEMY_OCCLUDED ) )
{
if ( HasCondition( COND_CAN_RANGE_ATTACK2 ) && OccupyStrategySlotRange( SQUAD_SLOT_GRENADE1, SQUAD_SLOT_GRENADE2 ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( edict(), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
return SCHED_RANGE_ATTACK2;
}
else if ( OccupyStrategySlotRange ( SQUAD_SLOT_ENGAGE1, SQUAD_SLOT_ENGAGE2 ) )
{
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
m_iSentence = HGRUNT_SENT_CHARGE;
//JustSpoke();
}
return SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE;
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && random->RandomInt(0,1))
{
SENTENCEG_PlayRndSz( edict(), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
return SCHED_STANDOFF;
}
}
if ( HasCondition( COND_SEE_ENEMY ) && !HasCondition ( COND_CAN_RANGE_ATTACK1 ) )
{
return SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE;
}
}
case NPC_STATE_ALERT:
if ( HasCondition( COND_ENEMY_DEAD ) && SelectWeightedSequence( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE )
{
// Scan around for new enemies
return SCHED_VICTORY_DANCE;
}
break;
}
return BaseClass::SelectSchedule();
}
int CNPC_HGrunt::TranslateSchedule( int scheduleType )
{
if ( scheduleType == SCHED_CHASE_ENEMY_FAILED )
{
return SCHED_ESTABLISH_LINE_OF_FIRE;
}
switch ( scheduleType )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if ( m_pSquad )
{
if ( g_iSkillLevel == SKILL_HARD && HasCondition( COND_CAN_RANGE_ATTACK2 ) && OccupyStrategySlotRange( SQUAD_SLOT_GRENADE1, SQUAD_SLOT_GRENADE2 ) )
{
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( edict(), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_SNDLVL, 0, m_voicePitch);
JustSpoke();
}
return SCHED_GRUNT_TOSS_GRENADE_COVER;
}
else
{
return SCHED_GRUNT_TAKE_COVER;
}
}
else
{
if ( random->RandomInt(0,1) )
{
return SCHED_GRUNT_TAKE_COVER;
}
else
{
return SCHED_GRUNT_GRENADE_COVER;
}
}
}
case SCHED_GRUNT_TAKE_COVER_FAILED:
{
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
{
return SCHED_RANGE_ATTACK1;
}
return SCHED_FAIL;
}
break;
case SCHED_RANGE_ATTACK1:
{
// randomly stand or crouch
if ( random->RandomInt( 0,9 ) == 0)
{
m_fStanding = random->RandomInt( 0, 1 ) != 0;
}
if ( m_fStanding )
return SCHED_GRUNT_RANGE_ATTACK1B;
else
return SCHED_GRUNT_RANGE_ATTACK1A;
}
case SCHED_RANGE_ATTACK2:
{
return SCHED_GRUNT_RANGE_ATTACK2;
}
case SCHED_VICTORY_DANCE:
{
if ( m_pSquad )
{
if ( !m_pSquad->IsLeader( this ) )
{
return SCHED_GRUNT_FAIL;
}
}
return SCHED_GRUNT_VICTORY_DANCE;
}
case SCHED_GRUNT_SUPPRESS:
{
if ( GetEnemy()->IsPlayer() && m_fFirstEncounter )
{
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
return SCHED_GRUNT_SIGNAL_SUPPRESS;
}
else
{
return SCHED_GRUNT_SUPPRESS;
}
}
case SCHED_FAIL:
{
if ( GetEnemy() != NULL )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return SCHED_GRUNT_COMBAT_FAIL;
}
return SCHED_GRUNT_FAIL;
}
case SCHED_GRUNT_REPEL:
{
Vector vecVel = GetAbsVelocity();
if ( vecVel.z > -128 )
{
vecVel.z -= 32;
SetAbsVelocity( vecVel );
}
return SCHED_GRUNT_REPEL;
}
case SCHED_GRUNT_REPEL_ATTACK:
{
Vector vecVel = GetAbsVelocity();
if ( vecVel.z > -128 )
{
vecVel.z -= 32;
SetAbsVelocity( vecVel );
}
return SCHED_GRUNT_REPEL_ATTACK;
}
default:
{
return BaseClass::TranslateSchedule( scheduleType );
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CNPC_HGruntRepel:public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_HGruntRepel, CAI_BaseNPC );
public:
void Spawn( void );
void Precache( void );
void RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int m_iSpriteTexture; // Don't save, precache
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( monster_grunt_repel, CNPC_HGruntRepel );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_HGruntRepel )
DEFINE_USEFUNC( RepelUse ),
//DEFINE_FIELD( m_iSpriteTexture, FIELD_INTEGER ),
END_DATADESC()
void CNPC_HGruntRepel::Spawn( void )
{
Precache( );
SetSolid( SOLID_NONE );
SetUse( &CNPC_HGruntRepel::RepelUse );
}
void CNPC_HGruntRepel::Precache( void )
{
UTIL_PrecacheOther( "monster_human_grunt" );
m_iSpriteTexture = PrecacheModel( "sprites/rope.vmt" );
}
void CNPC_HGruntRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -4096.0), MASK_NPCSOLID, this,COLLISION_GROUP_NONE, &tr);
CBaseEntity *pEntity = Create( "monster_human_grunt", GetAbsOrigin(), GetAbsAngles() );
CAI_BaseNPC *pGrunt = pEntity->MyNPCPointer( );
pGrunt->SetMoveType( MOVETYPE_FLYGRAVITY );
pGrunt->SetGravity( 0.001 );
pGrunt->SetAbsVelocity( Vector( 0, 0, random->RandomFloat( -196, -128 ) ) );
pGrunt->SetActivity( ACT_GLIDE );
// UNDONE: position?
pGrunt->m_vecLastPosition = tr.endpos;
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.vmt", 10 );
pBeam->PointEntInit( GetAbsOrigin() + Vector(0,0,112), pGrunt );
pBeam->SetBeamFlags( FBEAM_SOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + -4096.0 * tr.fraction / pGrunt->GetAbsVelocity().z + 0.5 );
UTIL_Remove( this );
}
//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( monster_human_grunt, CNPC_HGrunt )
DECLARE_ACTIVITY( ACT_GRUNT_LAUNCH_GRENADE )
DECLARE_ACTIVITY( ACT_GRUNT_TOSS_GRENADE )
DECLARE_ACTIVITY( ACT_GRUNT_MP5_STANDING );
DECLARE_ACTIVITY( ACT_GRUNT_MP5_CROUCHING );
DECLARE_ACTIVITY( ACT_GRUNT_SHOTGUN_STANDING );
DECLARE_ACTIVITY( ACT_GRUNT_SHOTGUN_CROUCHING );
DECLARE_CONDITION( COND_GRUNT_NOFIRE )
DECLARE_TASK( TASK_GRUNT_FACE_TOSS_DIR )
DECLARE_TASK( TASK_GRUNT_SPEAK_SENTENCE )
DECLARE_TASK( TASK_GRUNT_CHECK_FIRE )
DECLARE_SQUADSLOT( SQUAD_SLOT_GRENADE1 )
DECLARE_SQUADSLOT( SQUAD_SLOT_GRENADE2 )
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE1 )
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE2 )
//=========================================================
// > SCHED_GRUNT_FAIL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_FAIL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 0"
" TASK_WAIT_PVS 0"
" "
" Interrupts"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
)
//=========================================================
// > SCHED_GRUNT_COMBAT_FAIL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_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"
)
//=========================================================
// > SCHED_GRUNT_VICTORY_DANCE
// Victory dance!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_VICTORY_DANCE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_WAIT 1.5"
" TASK_GET_PATH_TO_ENEMY_CORPSE 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
//=========================================================
// > SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE_RETRY"
" TASK_GET_PATH_TO_ENEMY 0"
" TASK_GRUNT_SPEAK_SENTENCE 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
)
//=========================================================
// This is a schedule I added that borrows some HL2 technology
// to be smarter in cases where HL1 was pretty dumb. I've wedged
// this between ESTABLISH_LINE_OF_FIRE and TAKE_COVER_FROM_ENEMY (sjb)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE_RETRY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GRUNT_TAKE_COVER_FROM_ENEMY"
" TASK_GET_PATH_TO_ENEMY_LKP_LOS 0"
" TASK_GRUNT_SPEAK_SENTENCE 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK2"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_GRUNT_FOUND_ENEMY
// Grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_FOUND_ENEMY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_SIGNAL1"
" "
" Interrupts"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_GRUNT_COMBAT_FACE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_COMBAT_FACE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_ENEMY 0"
" TASK_WAIT 1.5"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_SWEEP"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
)
//=========================================================
// > SCHED_GRUNT_SIGNAL_SUPPRESS
// Suppressing fire - don't stop shooting until the clip is
// empty or grunt gets hurt.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_SIGNAL_SUPPRESS,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_SIGNAL2"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_GRUNT_NOFIRE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_GRUNT_SUPPRESS
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_SUPPRESS,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_ENEMY_DEAD"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_GRUNT_NOFIRE"
" COND_NO_PRIMARY_AMMO"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_GRUNT_WAIT_IN_COVER
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_WAIT_IN_COVER,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FACE_ENEMY 1"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
)
//=========================================================
// > SCHED_GRUNT_TAKE_COVER
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_TAKE_COVER,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GRUNT_TAKE_COVER_FAILED"
" TASK_WAIT 0.2"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_GRUNT_SPEAK_SENTENCE 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_WAIT_IN_COVER"
" "
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_GRENADE_COVER
// drop grenade then run to cover.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_GRENADE_COVER,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FIND_COVER_FROM_ENEMY 99"
" TASK_FIND_FAR_NODE_COVER_FROM_ENEMY 384"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SPECIAL_ATTACK1"
" TASK_CLEAR_MOVE_WAIT 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_WAIT_IN_COVER"
" "
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_TOSS_GRENADE_COVER
// drop grenade then run to cover.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_TOSS_GRENADE_COVER,
" Tasks"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK2 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_TAKE_COVER_FROM_ENEMY"
" "
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_HIDE_RELOAD
// Grunt reload schedule
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_HIDE_RELOAD,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GRUNT_RELOAD"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RELOAD"
" "
" Interrupts"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_GRUNT_SWEEP
// Do a turning sweep of the area
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_SWEEP,
" Tasks"
" TASK_TURN_LEFT 179"
" TASK_WAIT 1"
" TASK_TURN_LEFT 179"
" TASK_WAIT 1"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
" COND_HEAR_WORLD"
" COND_HEAR_DANGER"
" COND_HEAR_PLAYER"
)
//=========================================================
// > SCHED_GRUNT_RANGE_ATTACK1A
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_RANGE_ATTACK1A,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_CROUCH"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_HEAR_DANGER"
" COND_GRUNT_NOFIRE"
" COND_NO_PRIMARY_AMMO"
)
//=========================================================
// > SCHED_GRUNT_RANGE_ATTACK1B
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_RANGE_ATTACK1B,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_IDLE_ANGRY"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" TASK_FACE_ENEMY 0"
" TASK_GRUNT_CHECK_FIRE 0"
" TASK_RANGE_ATTACK1 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
" COND_HEAR_DANGER"
" COND_GRUNT_NOFIRE"
" COND_NO_PRIMARY_AMMO"
)
//=========================================================
// > SCHED_GRUNT_RANGE_ATTACK2
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_RANGE_ATTACK2,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_GRUNT_FACE_TOSS_DIR 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK2"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_WAIT_IN_COVER" // don't run immediately after throwing grenade.
" "
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_REPEL
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_REPEL,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_GLIDE"
" "
" Interrupts"
" COND_SEE_ENEMY"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_PLAYER"
" COND_HEAR_COMBAT"
)
//=========================================================
// > SCHED_GRUNT_REPEL_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_REPEL_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_FLY"
" "
" Interrupts"
" COND_ENEMY_OCCLUDED"
)
//=========================================================
// > SCHED_GRUNT_REPEL_LAND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_REPEL_LAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_LAND"
" TASK_GET_PATH_TO_LASTPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_CLEAR_LASTPOSITION 0"
" "
" Interrupts"
" COND_SEE_ENEMY"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_HEAR_PLAYER"
)
//=========================================================
// > SCHED_GRUNT_RELOAD
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_RELOAD,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RELOAD"
" "
" Interrupts"
" COND_HEAVY_DAMAGE"
)
//=========================================================
// > SCHED_GRUNT_TAKE_COVER_FROM_ENEMY
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_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"
" TASK_WAIT 1"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_GRUNT_TAKE_COVER_FAILED
// special schedule type that forces analysis of conditions and picks
// the best possible schedule to recover from this type of failure.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_TAKE_COVER_FAILED,
" Tasks"
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_BARNACLE_HIT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_BARNACLE_HIT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_HIT"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_BARNACLE_PULL"
""
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_BARNACLE_PULL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_BARNACLE_PULL,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_PULL"
""
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_BARNACLE_CHOMP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_BARNACLE_CHOMP,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_CHOMP"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_GRUNT_BARNACLE_CHEW"
""
" Interrupts"
)
//=========================================================
// > SCHED_GRUNT_BARNACLE_CHEW
//=========================================================
DEFINE_SCHEDULE
(
SCHED_GRUNT_BARNACLE_CHEW,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_CHEW"
)
AI_END_CUSTOM_NPC()
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CNPC_DeadHGrunt : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_DeadHGrunt, CAI_BaseNPC );
public:
void Spawn( void );
Class_T Classify ( void ) { return CLASS_HUMAN_MILITARY; }
float MaxYawSpeed( void ) { return 8.0f; }
bool KeyValue( const char *szKeyName, const char *szValue );
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[3];
};
char *CNPC_DeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
bool CNPC_DeadHGrunt::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "pose" ) )
m_iPose = atoi( szValue );
else
CAI_BaseNPC::KeyValue( szKeyName, szValue );
return true;
}
LINK_ENTITY_TO_CLASS( monster_hgrunt_dead, CNPC_DeadHGrunt );
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CNPC_DeadHGrunt::Spawn( void )
{
PrecacheModel("models/hgrunt.mdl");
SetModel( "models/hgrunt.mdl" );
ClearEffects();
SetSequence( 0 );
m_bloodColor = BLOOD_COLOR_RED;
SetSequence( LookupSequence( m_szPoses[m_iPose] ) );
if ( GetSequence() == -1 )
{
Msg ( "Dead hgrunt with bad pose\n" );
}
// Corpses have less health
m_iHealth = 8;
// map old bodies onto new bodies
switch( m_nBody )
{
case 0: // Grunt with Gun
m_nBody = 0;
m_nSkin = 0;
SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
SetBodygroup( GUN_GROUP, GUN_MP5 );
break;
case 1: // Commander with Gun
m_nBody = 0;
m_nSkin = 0;
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
SetBodygroup( GUN_GROUP, GUN_MP5 );
break;
case 2: // Grunt no Gun
m_nBody = 0;
m_nSkin = 0;
SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
SetBodygroup( GUN_GROUP, GUN_NONE );
break;
case 3: // Commander no Gun
m_nBody = 0;
m_nSkin = 0;
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
SetBodygroup( GUN_GROUP, GUN_NONE );
break;
}
NPCInitDead();
}