/*** * * Human Assassin(Male) * By CrazyArts, 2009. * Idea and materials from HL Opposing Force * ***/ class CMAssn : public CSquadMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed ( void ); int Classify ( void ); int ISoundMask ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); BOOL FCanCheckAttacks ( void ); BOOL CheckMeleeAttack1 ( float flDot, float flDist ); BOOL CheckRangeAttack1 ( float flDot, float flDist ); BOOL CheckRangeAttack2 ( float flDot, float flDist ); void CheckAmmo ( void ); void SetActivity ( Activity NewActivity ); void StartTask ( Task_t *pTask ); void RunTask ( Task_t *pTask ); void DeathSound( void ); void PainSound( void ); void IdleSound ( void ); Vector GetGunPosition( void ); void Shoot ( void ); void Shotgun ( void ); void PrescheduleThink ( void ); void GibMonster( void ); void SpeakSentence( void ); int Save( CSave &save ); int Restore( CRestore &restore ); CBaseEntity *Kick( void ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType ( int Type ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int IRelationship ( CBaseEntity *pTarget ); BOOL FOkToSpeak( void ); void JustSpoke( void ); CUSTOM_SCHEDULES; static TYPEDESCRIPTION m_SaveData[]; // checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, // not every server frame. float m_flNextGrenadeCheck; float m_flNextPainTime; float m_flLastEnemySightTime; Vector m_vecTossVelocity; BOOL m_fThrowGrenade; BOOL m_fStanding; BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. int m_cClipSize; int m_voicePitch; int m_iBrassShell; int m_iShotgunShell; int m_iSentence; int m_NextSShot;//For ShotGun(SniperRifle) only static const char *pGruntSentences[]; }; LINK_ENTITY_TO_CLASS( monster_male_assassin, CMAssn ); LINK_ENTITY_TO_CLASS( monster_massn, CMAssn ); TYPEDESCRIPTION CMAssn::m_SaveData[] = { DEFINE_FIELD( CMAssn, m_flNextGrenadeCheck, FIELD_TIME ), DEFINE_FIELD( CMAssn, m_flNextPainTime, FIELD_TIME ), DEFINE_FIELD( CMAssn, m_vecTossVelocity, FIELD_VECTOR ), DEFINE_FIELD( CMAssn, m_fThrowGrenade, FIELD_BOOLEAN ), DEFINE_FIELD( CMAssn, m_fStanding, FIELD_BOOLEAN ), DEFINE_FIELD( CMAssn, m_fFirstEncounter, FIELD_BOOLEAN ), DEFINE_FIELD( CMAssn, m_cClipSize, FIELD_INTEGER ), DEFINE_FIELD( CMAssn, m_voicePitch, FIELD_INTEGER ), DEFINE_FIELD( CMAssn, m_iSentence, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CMAssn, CSquadMonster ); const char *CMAssn::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 }; //========================================================= // 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 CMAssn :: SpeakSentence( void ) { if ( m_iSentence == HGRUNT_SENT_NONE ) { // no sentence cued up. return; } if (FOkToSpeak()) { // SENTENCEG_PlayRndSz( ENT(pev), pGruntSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); // JustSpoke(); } } //========================================================= // IRelationship - overridden because Alien Grunts are // Human Grunt's nemesis. //========================================================= int CMAssn::IRelationship ( CBaseEntity *pTarget ) { if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) { return R_NM; } return CSquadMonster::IRelationship( pTarget ); } //========================================================= // GibMonster - make gun fly through the air. //========================================================= void CMAssn :: GibMonster ( void ) { Vector vecGunPos; Vector vecGunAngles; if ( GetBodygroup( 2 ) != 2 ) {// throw a gun if the grunt has one GetAttachment( 0, vecGunPos, vecGunAngles ); CBaseEntity *pGun; if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) { pGun = DropItem( "weapon_sniper", vecGunPos, vecGunAngles ); } else { pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); } if ( pGun ) { pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) { pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); if ( pGun ) { pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } } } CBaseMonster :: GibMonster(); } //========================================================= // ISoundMask - Overidden for human grunts because they // hear the DANGER sound that is made by hand grenades and // other dangerous items. //========================================================= int CMAssn :: ISoundMask ( void ) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER | bits_SOUND_DANGER; } //========================================================= // someone else is talking - don't speak //========================================================= BOOL CMAssn :: FOkToSpeak( void ) { // if someone else is talking, don't speak if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) return FALSE; if ( pev->spawnflags & SF_MONSTER_GAG ) { if ( m_MonsterState != MONSTERSTATE_COMBAT ) { // no talking outside of combat if gagged. return FALSE; } } // if player is not in pvs, don't speak // if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) // return FALSE; return TRUE; } //========================================================= //========================================================= void CMAssn :: JustSpoke( void ) { CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0); m_iSentence = HGRUNT_SENT_NONE; } //========================================================= // PrescheduleThink - this function runs after conditions // are collected and before scheduling code is run. //========================================================= void CMAssn :: PrescheduleThink ( void ) { if ( InSquad() && m_hEnemy != NULL ) { if ( HasConditions ( bits_COND_SEE_ENEMY ) ) { // update the squad's last enemy sighting time. MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time; } else { if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 ) { // been a while since we've seen the enemy MySquadLeader()->m_fEnemyEluded = TRUE; } } } } //========================================================= // FCanCheckAttacks - this is overridden for human grunts // because they can throw/shoot grenades when they can't see their // target and the base class doesn't check attacks if the monster // cannot see its enemy. // // !!!BUGBUG - this gets called before a 3-round burst is fired // which means that a friendly can still be hit with up to 2 rounds. // ALSO, grenades will not be tossed if there is a friendly in front, // this is a bad bug. Friendly machine gun fire avoidance // will unecessarily prevent the throwing of a grenade as well. //========================================================= BOOL CMAssn :: FCanCheckAttacks ( void ) { if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } else { return FALSE; } } //========================================================= // CheckMeleeAttack1 //========================================================= BOOL CMAssn :: CheckMeleeAttack1 ( float flDot, float flDist ) { CBaseMonster *pEnemy; if ( m_hEnemy != NULL ) { pEnemy = m_hEnemy->MyMonsterPointer(); if ( !pEnemy ) { return FALSE; } } if ( flDist <= 64 && flDot >= 0.7 && pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) { return TRUE; } return FALSE; } //========================================================= // 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. //========================================================= BOOL CMAssn :: CheckRangeAttack1 ( float flDot, float flDist ) { if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) { TraceResult tr; if ( !m_hEnemy->IsPlayer() && flDist <= 64 ) { // kick nonclients, but don't shoot at them. return FALSE; } Vector vecSrc = GetGunPosition(); // verify that a bullet fired from the gun will hit the enemy before the world. UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr); if ( tr.flFraction == 1.0 ) { return TRUE; } } return FALSE; } //========================================================= // CheckRangeAttack2 - this checks the Grunt's grenade // attack. //========================================================= BOOL CMAssn :: CheckRangeAttack2 ( float flDot, float flDist ) { if (! FBitSet(pev->weapons, (HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER))) { return FALSE; } // if the grunt isn't moving, it's ok to check. if ( m_flGroundSpeed != 0 ) { m_fThrowGrenade = FALSE; return m_fThrowGrenade; } // assume things haven't changed too much since last time if (gpGlobals->time < m_flNextGrenadeCheck ) { return m_fThrowGrenade; } if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.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! m_fThrowGrenade = FALSE; return m_fThrowGrenade; } Vector vecTarget; if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE)) { // find feet if (RANDOM_LONG(0,1)) { // magically know where they are vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z ); } else { // toss it to where you last saw them vecTarget = m_vecEnemyLKP; } // vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); // estimate position // vecTarget = vecTarget + m_hEnemy->pev->velocity * 2; } else { // find target // vecTarget = m_hEnemy->BodyTarget( pev->origin ); vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); // estimate position if (HasConditions( bits_COND_SEE_ENEMY)) vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity; } // are any of my squad members near the intended grenade impact area? if ( InSquad() ) { if (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->time + 1; // one full second. m_fThrowGrenade = FALSE; } } if ( ( vecTarget - pev->origin ).Length2D() <= 256 ) { // crap, I don't want to blow myself up m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. m_fThrowGrenade = FALSE; return m_fThrowGrenade; } if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE)) { Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 ); if ( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; // throw a hand grenade m_fThrowGrenade = TRUE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second. } else { // don't throw m_fThrowGrenade = FALSE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. } } else { Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 ); if ( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; // throw a hand grenade m_fThrowGrenade = TRUE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second. } else { // don't throw m_fThrowGrenade = FALSE; // don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. } } return m_fThrowGrenade; } //========================================================= // TraceAttack - make sure we're not taking it in the helmet //========================================================= void CMAssn :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { // check for helmet shot if (ptr->iHitgroup == 11) { // make sure we're wearing one if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))) { // absorb damage flDamage -= 20; if (flDamage <= 0) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; } } // it's head shot anyways ptr->iHitgroup = HITGROUP_HEAD; } CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } //========================================================= // 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 CMAssn :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Forget( bits_MEMORY_INCOVER ); return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CMAssn :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: ys = 150; break; case ACT_RUN: ys = 150; break; case ACT_WALK: ys = 180; break; case ACT_RANGE_ATTACK1: ys = 120; break; case ACT_RANGE_ATTACK2: ys = 120; break; case ACT_MELEE_ATTACK1: ys = 120; break; case ACT_MELEE_ATTACK2: ys = 120; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 180; break; case ACT_GLIDE: case ACT_FLY: ys = 30; break; default: ys = 90; break; } pev->yaw_speed = ys; } void CMAssn :: IdleSound( void ) { /*if (FOkToSpeak() && (g_fGruntQuestion || RANDOM_LONG(0,1))) { if (!g_fGruntQuestion) { // ask question or make statement switch (RANDOM_LONG(0,2)) { case 0: // check in SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); g_fGruntQuestion = 1; break; case 1: // question SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); g_fGruntQuestion = 2; break; case 2: // statement SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); break; } } else { switch (g_fGruntQuestion) { case 1: // check in SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); break; case 2: // question SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); break; } g_fGruntQuestion = 0; } JustSpoke(); }*/ } //========================================================= // CheckAmmo - overridden for the grunt because he actually // uses ammo! (base class doesn't) //========================================================= void CMAssn :: CheckAmmo ( void ) { if ( m_cAmmoLoaded <= 0 ) { SetConditions(bits_COND_NO_AMMO_LOADED); } } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CMAssn :: Classify ( void ) { return CLASS_HUMAN_MILITARY; } //========================================================= //========================================================= CBaseEntity *CMAssn :: Kick( void ) { TraceResult tr; UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); if ( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); return pEntity; } return NULL; } //========================================================= // GetGunPosition return the end of the barrel //========================================================= Vector CMAssn :: GetGunPosition( ) { if (m_fStanding ) { return pev->origin + Vector( 0, 0, 60 ); } else { return pev->origin + Vector( 0, 0, 48 ); } } //========================================================= // Shoot //========================================================= void CMAssn :: Shoot ( void ) { if (m_hEnemy == NULL) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_5DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-10 degrees pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // Shoot //========================================================= void CMAssn :: Shotgun ( void ) { if (m_hEnemy == NULL) { return; } /*if(m_NextSShot>=UTIL_WeaponTimeBase()) {return;} else {m_NextSShot=UTIL_WeaponTimeBase()+1.1;}*/ Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_1DEGREES, 2048, BULLET_MONSTER_9MM, 90, 100 ); // make a perfect shot pev->effects |= EF_MUZZLEFLASH; m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CMAssn :: HandleAnimEvent( MonsterEvent_t *pEvent ) { Vector vecShootDir; Vector vecShootOrigin; switch( pEvent->event ) { case HGRUNT_AE_DROP_GUN: { Vector vecGunPos; Vector vecGunAngles; GetAttachment( 0, vecGunPos, vecGunAngles ); // switch to body group with no gun. SetBodygroup( GUN_GROUP, GUN_NONE ); // now spawn a gun. if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) { DropItem( "weapon_sniper", vecGunPos, vecGunAngles ); } else { DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); } if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) { DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); } } break; case HGRUNT_AE_RELOAD: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); m_cAmmoLoaded = m_cClipSize; ClearConditions(bits_COND_NO_AMMO_LOADED); break; case HGRUNT_AE_GREN_TOSS: { UTIL_MakeVectors( pev->angles ); // CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); m_fThrowGrenade = FALSE; m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. // !!!LATER - when in a group, only try to throw grenade if ordered. } break; case HGRUNT_AE_GREN_LAUNCH: { EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity ); m_fThrowGrenade = FALSE; if (g_iSkillLevel == SKILL_HARD) m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again else m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. } break; case HGRUNT_AE_GREN_DROP: { UTIL_MakeVectors( pev->angles ); CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); } break; case HGRUNT_AE_BURST1: { if ( FBitSet( pev->weapons, HGRUNT_9MMAR )) { Shoot(); // the first round of the three round burst plays the sound and puts a sound in the world sound list. if ( RANDOM_LONG(0,1) ) { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM ); } else { EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM ); } } else { Shotgun( ); EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM ); } CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 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! UTIL_MakeVectors( pev->angles ); pHurt->pev->punchangle.x = 15; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); } } break; case HGRUNT_AE_CAUGHT_ENEMY: { if ( FOkToSpeak() ) { SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } } default: CSquadMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CMAssn :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/massn.mdl"); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->effects = 0; pev->health = gSkillData.hgruntHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextGrenadeCheck = gpGlobals->time + 1; m_flNextPainTime = gpGlobals->time; m_iSentence = HGRUNT_SENT_NONE; m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; m_fEnemyEluded = FALSE; m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. m_HackedGunPos = Vector ( 0, 0, 55 ); if (pev->weapons == 0) { int asd = RANDOM_LONG( 0, 99 ); // initialize to original values if ( asd < 33) pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; else if (( asd > 32 )&&( asd < 63 )) pev->weapons = HGRUNT_SHOTGUN; else pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; } if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) { SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); m_cClipSize = 10; } else { m_cClipSize = GRUNT_CLIP_SIZE; } m_cAmmoLoaded = m_cClipSize; if (RANDOM_LONG( 0, 99 ) < 80) pev->skin = 0; // light skin else pev->skin = 1; // dark skin if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) { SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN); } else if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) { SetBodygroup( HEAD_GROUP, HEAD_M203 ); pev->skin = 1; // alway dark skin } CTalkMonster::g_talkWaitTime = 0; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CMAssn :: Precache() { PRECACHE_MODEL("models/massn.mdl"); PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); PRECACHE_SOUND( "hgrunt/gr_reload1.wav" ); PRECACHE_SOUND( "weapons/glauncher.wav" ); PRECACHE_SOUND( "weapons/sniper_fire.wav" ); PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event // get voice pitch if (RANDOM_LONG(0,1)) m_voicePitch = 0; else m_voicePitch = 0; m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl"); } //========================================================= // start task //========================================================= void CMAssn :: StartTask ( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; switch ( pTask->iTask ) { case TASK_GRUNT_CHECK_FIRE: if ( !NoFriendlyFire() ) { SetConditions( bits_COND_GRUNT_NOFIRE ); } 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 ); CSquadMonster ::StartTask( pTask ); break; case TASK_RELOAD: m_IdealActivity = ACT_RELOAD; break; case TASK_GRUNT_FACE_TOSS_DIR: break; case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: CSquadMonster :: StartTask( pTask ); if (pev->movetype == MOVETYPE_FLY) { m_IdealActivity = ACT_GLIDE; } break; default: CSquadMonster :: StartTask( pTask ); break; } } //========================================================= // RunTask //========================================================= void CMAssn :: RunTask ( 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. MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 ); ChangeYaw( pev->yaw_speed ); if ( FacingIdeal() ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } break; } default: { CSquadMonster :: RunTask( pTask ); break; } } } //========================================================= // PainSound //========================================================= void CMAssn :: PainSound ( void ) { if ( gpGlobals->time > m_flNextPainTime ) { #if 0 if ( RANDOM_LONG(0,99) < 5 ) { // pain sentences are rare if (FOkToSpeak()) { // SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM); // JustSpoke(); return; } } #endif /*switch ( RANDOM_LONG(0,6) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); break; case 3: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); break; case 4: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); break; } */ m_flNextPainTime = gpGlobals->time + 1; } } //========================================================= // DeathSound //========================================================= void CMAssn :: DeathSound ( void ) { /* switch ( RANDOM_LONG(0,2) ) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); break; }*/ } DEFINE_CUSTOM_SCHEDULES( CMAssn ) { slGruntFail, slGruntCombatFail, slGruntVictoryDance, slGruntEstablishLineOfFire, slGruntFoundEnemy, slGruntCombatFace, slGruntSignalSuppress, slGruntSuppress, slGruntWaitInCover, slGruntTakeCover, slGruntGrenadeCover, slGruntTossGrenadeCover, slGruntTakeCoverFromBestSound, slGruntHideReload, slGruntSweep, slGruntRangeAttack1A, slGruntRangeAttack1B, slGruntRangeAttack2, slGruntRepel, slGruntRepelAttack, slGruntRepelLand, }; IMPLEMENT_CUSTOM_SCHEDULES( CMAssn, CSquadMonster ); //========================================================= // SetActivity //========================================================= void CMAssn :: SetActivity ( Activity NewActivity ) { int iSequence = ACTIVITY_NOT_AVAILABLE; void *pmodel = GET_MODEL_PTR( ENT(pev) ); switch ( NewActivity) { case ACT_RANGE_ATTACK1: // grunt is either shooting standing or shooting crouched if (FBitSet( pev->weapons, HGRUNT_9MMAR)) { if ( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_mp5" ); } else { // get crouching shoot iSequence = LookupSequence( "crouching_mp5" ); } } else { if ( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_shotgun" ); } else { // get crouching shoot iSequence = LookupSequence( "crouching_shotgun" ); } } 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 ( pev->weapons & HGRUNT_HANDGRENADE ) { // get toss anim iSequence = LookupSequence( "throwgrenade" ); } else { // get launch anim iSequence = LookupSequence( "launchgrenade" ); } break; case ACT_RUN: if ( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_RUN_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_WALK: if ( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_WALK_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_IDLE: if ( m_MonsterState == MONSTERSTATE_COMBAT ) { NewActivity = ACT_IDLE_ANGRY; } iSequence = LookupActivity ( NewActivity ); break; default: iSequence = LookupActivity ( NewActivity ); break; } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // Set to the desired anim, or default anim if the desired is not present if ( iSequence > ACTIVITY_NOT_AVAILABLE ) { if ( pev->sequence != iSequence || !m_fSequenceLoops ) { pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo( ); SetYawSpeed(); } else { // Not available try to get default anim ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // Get Schedule! //========================================================= Schedule_t *CMAssn :: GetSchedule( void ) { // clear old sentence m_iSentence = HGRUNT_SENT_NONE; // flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) { if (pev->flags & FL_ONGROUND) { // just landed pev->movetype = MOVETYPE_STEP; return GetScheduleOfType ( SCHED_GRUNT_REPEL_LAND ); } else { // repel down a rope, if ( m_MonsterState == MONSTERSTATE_COMBAT ) return GetScheduleOfType ( SCHED_GRUNT_REPEL_ATTACK ); else return GetScheduleOfType ( SCHED_GRUNT_REPEL ); } } // grunts place HIGH priority on running away from danger sounds. if ( HasConditions(bits_COND_HEAR_SOUND) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); if ( pSound) { if (pSound->m_iType & bits_SOUND_DANGER) { // dangerous sound nearby! //!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, // and the grunt should find cover from the blast // good place for "SHIT!" or some other colorful verbal indicator of dismay. // It's not safe to play a verbal order here "Scatter", etc cause // this may only affect a single individual in a squad. if (FOkToSpeak()) { SENTENCEG_PlayRndSz( ENT(pev), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } /* if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) )) { MakeIdealYaw( pSound->m_vecOrigin ); } */ } } switch ( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster :: GetSchedule(); } // new enemy if ( HasConditions(bits_COND_NEW_ENEMY) ) { if ( InSquad() ) { MySquadLeader()->m_fEnemyEluded = FALSE; if ( !IsLeader() ) { return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); } else { //!!!KELLY - the leader of a squad of grunts has just seen the player or a // monster and has made it the squad's enemy. You // can check pev->flags for FL_CLIENT to determine whether this is the player // or a monster. He's going to immediately start // firing, though. If you'd like, we can make an alternate "first sight" // schedule where the leader plays a handsign anim // that gives us enough time to hear a short sentence or spoken command // before he starts pluggin away. if (FOkToSpeak())// && RANDOM_LONG(0,1)) { if ((m_hEnemy != NULL) && m_hEnemy->IsPlayer()) // player SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); else if ((m_hEnemy != NULL) && (m_hEnemy->Classify() != CLASS_PLAYER_ALLY) && (m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) && (m_hEnemy->Classify() != CLASS_MACHINE)) // monster SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS ); } else { return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } } } // no ammo else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) ) { //!!!KELLY - this individual just realized he's out of bullet ammo. // He's going to try to find cover to run to and reload, but rarely, if // none is available, he'll drop and reload in the open here. return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ); } // damaged just a little else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) { // if hurt: // 90% chance of taking cover // 10% chance of flinch. int iPercent = RANDOM_LONG(0,99); if ( iPercent <= 90 && m_hEnemy != 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_ATTN, 0, m_voicePitch); m_iSentence = HGRUNT_SENT_COVER; //JustSpoke(); } return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } else { return GetScheduleOfType( SCHED_SMALL_FLINCH ); } } // can kick else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); } // can grenade launch else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { // shoot a grenade if you can return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } // can shoot else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { if ( InSquad() ) { // if the enemy has eluded the squad and a squad member has just located the enemy // and the enemy does not see the squad member, issue a call to the squad to waste a // little time and give the player a chance to turn. if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) ) { MySquadLeader()->m_fEnemyEluded = FALSE; return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY ); } } if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) ) { // try to take an available ENGAGE slot return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { // throw a grenade if can and no engage slots are available return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } else { // hide! return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } } // can't see enemy else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) { if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { //!!!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( ENT(pev), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { //!!!KELLY - grunt cannot see the enemy and has just decided to // charge the enemy's position. if (FOkToSpeak())// && RANDOM_LONG(0,1)) { //SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); m_iSentence = HGRUNT_SENT_CHARGE; //JustSpoke(); } return GetScheduleOfType( 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_LONG(0,1)) { SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } return GetScheduleOfType( SCHED_STANDOFF ); } } if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } } // no special cases here, call the base class return CSquadMonster :: GetSchedule(); } //========================================================= //========================================================= Schedule_t* CMAssn :: GetScheduleOfType ( int Type ) { switch ( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: { if ( InSquad() ) { if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { if (FOkToSpeak()) { SENTENCEG_PlayRndSz( ENT(pev), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); JustSpoke(); } return slGruntTossGrenadeCover; } else { return &slGruntTakeCover[ 0 ]; } } else { if ( RANDOM_LONG(0,1) ) { return &slGruntTakeCover[ 0 ]; } else { return &slGruntGrenadeCover[ 0 ]; } } } case SCHED_TAKE_COVER_FROM_BEST_SOUND: { return &slGruntTakeCoverFromBestSound[ 0 ]; } case SCHED_GRUNT_TAKECOVER_FAILED: { if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } return GetScheduleOfType ( SCHED_FAIL ); } break; case SCHED_GRUNT_ELOF_FAIL: { // human grunt is unable to move to a position that allows him to attack the enemy. return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); } break; case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: { return &slGruntEstablishLineOfFire[ 0 ]; } break; case SCHED_RANGE_ATTACK1: { // randomly stand or crouch if (RANDOM_LONG(0,9) == 0) m_fStanding = RANDOM_LONG(0,1); if (m_fStanding) return &slGruntRangeAttack1B[ 0 ]; else return &slGruntRangeAttack1A[ 0 ]; } case SCHED_RANGE_ATTACK2: { return &slGruntRangeAttack2[ 0 ]; } case SCHED_COMBAT_FACE: { return &slGruntCombatFace[ 0 ]; } case SCHED_GRUNT_WAIT_FACE_ENEMY: { return &slGruntWaitInCover[ 0 ]; } case SCHED_GRUNT_SWEEP: { return &slGruntSweep[ 0 ]; } case SCHED_GRUNT_COVER_AND_RELOAD: { return &slGruntHideReload[ 0 ]; } case SCHED_GRUNT_FOUND_ENEMY: { return &slGruntFoundEnemy[ 0 ]; } case SCHED_VICTORY_DANCE: { if ( InSquad() ) { if ( !IsLeader() ) { return &slGruntFail[ 0 ]; } } return &slGruntVictoryDance[ 0 ]; } case SCHED_GRUNT_SUPPRESS: { if ( m_hEnemy->IsPlayer() && m_fFirstEncounter ) { m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy return &slGruntSignalSuppress[ 0 ]; } else { return &slGruntSuppress[ 0 ]; } } case SCHED_FAIL: { if ( m_hEnemy != NULL ) { // grunt has an enemy, so pick a different default fail schedule most likely to help recover. return &slGruntCombatFail[ 0 ]; } return &slGruntFail[ 0 ]; } case SCHED_GRUNT_REPEL: { if (pev->velocity.z > -128) pev->velocity.z -= 32; return &slGruntRepel[ 0 ]; } case SCHED_GRUNT_REPEL_ATTACK: { if (pev->velocity.z > -128) pev->velocity.z -= 32; return &slGruntRepelAttack[ 0 ]; } case SCHED_GRUNT_REPEL_LAND: { return &slGruntRepelLand[ 0 ]; } default: { return CSquadMonster :: GetScheduleOfType ( Type ); } } } //========================================================= // CMAssnRepel - when triggered, spawns a monster_male_assassin // repelling down a line. //========================================================= class CMAssnRepel : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_iSpriteTexture; // Don't save, precache }; LINK_ENTITY_TO_CLASS( monster_massn_repel, CMAssnRepel ); void CMAssnRepel::Spawn( void ) { Precache( ); pev->solid = SOLID_NOT; SetUse( RepelUse ); } void CMAssnRepel::Precache( void ) { UTIL_PrecacheOther( "monster_male_assassin" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); } void CMAssnRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); /* if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) return NULL; */ CBaseEntity *pEntity = Create( "monster_male_assassin", pev->origin, pev->angles ); CBaseMonster *pGrunt = pEntity->MyMonsterPointer( ); pGrunt->pev->movetype = MOVETYPE_FLY; pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); pGrunt->SetActivity( ACT_GLIDE ); // UNDONE: position? pGrunt->m_vecLastPosition = tr.vecEndPos; CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); pBeam->PointEntInit( pev->origin + Vector(0,0,112), pGrunt->entindex() ); pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink( SUB_Remove ); pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5; UTIL_Remove( this ); } //========================================================= // DEAD HGRUNT PROP //========================================================= class CDeadMassn : public CBaseMonster { public: void Spawn( void ); int Classify ( void ) { return CLASS_HUMAN_MILITARY; } void KeyValue( KeyValueData *pkvd ); int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[3]; }; char *CDeadMassn::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; void CDeadMassn::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "pose")) { m_iPose = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } LINK_ENTITY_TO_CLASS( monster_massn_dead, CDeadMassn ); //========================================================= // ********** DeadMassn SPAWN ********** //========================================================= void CDeadMassn :: Spawn( void ) { PRECACHE_MODEL("models/massn.mdl"); SET_MODEL(ENT(pev), "models/massn.mdl"); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; m_bloodColor = BLOOD_COLOR_RED; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if (pev->sequence == -1) { ALERT ( at_console, "Dead hgrunt with bad pose\n" ); } // Corpses have less health pev->health = 8; // map old bodies onto new bodies switch( pev->body ) { case 0: // Grunt with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; case 1: // Commander with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; case 2: // Grunt no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; case 3: // Commander no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; } MonsterInitDead(); }