halflife-photomode/dlls/bullsquid.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// bullsquid - big, spotty tentacle-mouthed meanie.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
int iSquidSpitSprite;
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//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_SQUID_HURTHOP = LAST_COMMON_SCHEDULE + 1,
SCHED_SQUID_SMELLFOOD,
SCHED_SQUID_SEECRAB,
SCHED_SQUID_EAT,
SCHED_SQUID_SNIFF_AND_EAT,
SCHED_SQUID_WALLOW,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
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{
TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1,
};
//=========================================================
// Bullsquid's spit projectile
//=========================================================
class CSquidSpit : public CBaseEntity
{
public:
void Spawn() override;
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static void Shoot(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity* pOther) override;
void EXPORT Animate();
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bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
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int m_maxFrame;
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};
LINK_ENTITY_TO_CLASS(squidspit, CSquidSpit);
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TYPEDESCRIPTION CSquidSpit::m_SaveData[] =
{
DEFINE_FIELD(CSquidSpit, m_maxFrame, FIELD_INTEGER),
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};
IMPLEMENT_SAVERESTORE(CSquidSpit, CBaseEntity);
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void CSquidSpit::Spawn()
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{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING("squidspit");
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pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/bigspit.spr");
pev->frame = 0;
pev->scale = 0.5;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1;
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}
void CSquidSpit::Animate()
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{
pev->nextthink = gpGlobals->time + 0.1;
if (0 != pev->frame++)
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{
if (pev->frame > m_maxFrame)
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{
pev->frame = 0;
}
}
}
void CSquidSpit::Shoot(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity)
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{
CSquidSpit* pSpit = GetClassPtr((CSquidSpit*)NULL);
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pSpit->Spawn();
UTIL_SetOrigin(pSpit->pev, vecStart);
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pSpit->pev->velocity = vecVelocity;
pSpit->pev->owner = ENT(pevOwner);
pSpit->SetThink(&CSquidSpit::Animate);
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pSpit->pev->nextthink = gpGlobals->time + 0.1;
}
void CSquidSpit::Touch(CBaseEntity* pOther)
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{
TraceResult tr;
int iPitch;
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// splat sound
iPitch = RANDOM_FLOAT(90, 110);
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch);
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switch (RANDOM_LONG(0, 1))
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{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
}
if (0 == pOther->pev->takedamage)
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{
// make a splat on the wall
UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr);
UTIL_DecalTrace(&tr, DECAL_SPIT1 + RANDOM_LONG(0, 1));
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// make some flecks
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(tr.vecEndPos.x); // pos
WRITE_COORD(tr.vecEndPos.y);
WRITE_COORD(tr.vecEndPos.z);
WRITE_COORD(tr.vecPlaneNormal.x); // dir
WRITE_COORD(tr.vecPlaneNormal.y);
WRITE_COORD(tr.vecPlaneNormal.z);
WRITE_SHORT(iSquidSpitSprite); // model
WRITE_BYTE(5); // count
WRITE_BYTE(30); // speed
WRITE_BYTE(80); // noise ( client will divide by 100 )
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MESSAGE_END();
}
else
{
pOther->TakeDamage(pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC);
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}
SetThink(&CSquidSpit::SUB_Remove);
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pev->nextthink = gpGlobals->time;
}
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BSQUID_AE_SPIT (1)
#define BSQUID_AE_BITE (2)
#define BSQUID_AE_BLINK (3)
#define BSQUID_AE_TAILWHIP (4)
#define BSQUID_AE_HOP (5)
#define BSQUID_AE_THROW (6)
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class CBullsquid : public CBaseMonster
{
public:
void Spawn() override;
void Precache() override;
void SetYawSpeed() override;
int ISoundMask() override;
int Classify() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
void IdleSound() override;
void PainSound() override;
void DeathSound() override;
void AlertSound() override;
void AttackSound();
void StartTask(Task_t* pTask) override;
void RunTask(Task_t* pTask) override;
bool CheckMeleeAttack1(float flDot, float flDist) override;
bool CheckMeleeAttack2(float flDot, float flDist) override;
bool CheckRangeAttack1(float flDot, float flDist) override;
void RunAI() override;
bool FValidateHintType(short sHint) override;
Schedule_t* GetSchedule() override;
Schedule_t* GetScheduleOfType(int Type) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
int IRelationship(CBaseEntity* pTarget) override;
int IgnoreConditions() override;
MONSTERSTATE GetIdealState() override;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
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CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
bool m_fCanThreatDisplay; // this is so the squid only does the "I see a headcrab!" dance one time.
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float m_flLastHurtTime; // we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
float m_flNextSpitTime; // last time the bullsquid used the spit attack.
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};
LINK_ENTITY_TO_CLASS(monster_bullchicken, CBullsquid);
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TYPEDESCRIPTION CBullsquid::m_SaveData[] =
{
DEFINE_FIELD(CBullsquid, m_fCanThreatDisplay, FIELD_BOOLEAN),
DEFINE_FIELD(CBullsquid, m_flLastHurtTime, FIELD_TIME),
DEFINE_FIELD(CBullsquid, m_flNextSpitTime, FIELD_TIME),
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};
IMPLEMENT_SAVERESTORE(CBullsquid, CBaseMonster);
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//=========================================================
// IgnoreConditions
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//=========================================================
int CBullsquid::IgnoreConditions()
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{
int iIgnore = CBaseMonster::IgnoreConditions();
if (gpGlobals->time - m_flLastHurtTime <= 20)
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{
// haven't been hurt in 20 seconds, so let the squid care about stink.
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iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD;
}
if (m_hEnemy != NULL)
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{
if (FClassnameIs(m_hEnemy->pev, "monster_headcrab"))
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{
// (Unless after a tasty headcrab)
iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD;
}
}
return iIgnore;
}
//=========================================================
// IRelationship - overridden for bullsquid so that it can
// be made to ignore its love of headcrabs for a while.
//=========================================================
int CBullsquid::IRelationship(CBaseEntity* pTarget)
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{
if (gpGlobals->time - m_flLastHurtTime < 5 && FClassnameIs(pTarget->pev, "monster_headcrab"))
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{
// if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab,
// tell squid to disregard crab.
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return R_NO;
}
return CBaseMonster::IRelationship(pTarget);
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}
//=========================================================
// TakeDamage - overridden for bullsquid so we can keep track
// of how much time has passed since it was last injured
//=========================================================
bool CBullsquid::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
float flDist;
Vector vecApex;
// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
// it will swerve. (whew).
if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3)
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{
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
if (flDist > SQUID_SPRINT_DIST)
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{
flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D(); // reusing flDist.
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if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
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{
InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
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}
}
}
if (!FClassnameIs(pevAttacker, "monster_headcrab"))
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{
// don't forget about headcrabs if it was a headcrab that hurt the squid.
m_flLastHurtTime = gpGlobals->time;
}
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
//=========================================================
// CheckRangeAttack1
//=========================================================
bool CBullsquid::CheckRangeAttack1(float flDot, float flDist)
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{
if (IsMoving() && flDist >= 512)
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{
// squid will far too far behind if he stops running to spit at this distance from the enemy.
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return false;
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}
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime)
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{
if (m_hEnemy != NULL)
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{
if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
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{
// don't try to spit at someone up really high or down really low.
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return false;
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}
}
if (IsMoving())
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{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5;
}
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return true;
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}
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return false;
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}
//=========================================================
// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
//=========================================================
bool CBullsquid::CheckMeleeAttack1(float flDot, float flDist)
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{
if (m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 85 && flDot >= 0.7)
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{
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return true;
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}
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return false;
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}
//=========================================================
// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the bite attack.
// this attack will not be performed if the tailwhip attack
// is valid.
//=========================================================
bool CBullsquid::CheckMeleeAttack2(float flDot, float flDist)
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{
if (flDist <= 85 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & bullsquid can be as much as their bboxes
{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return true;
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}
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return false;
}
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//=========================================================
// FValidateHintType
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//=========================================================
bool CBullsquid::FValidateHintType(short sHint)
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{
int i;
static short sSquidHints[] =
{
HINT_WORLD_HUMAN_BLOOD,
};
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for (i = 0; i < ARRAYSIZE(sSquidHints); i++)
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{
if (sSquidHints[i] == sHint)
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{
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return true;
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}
}
ALERT(at_aiconsole, "Couldn't validate hint type");
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return false;
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}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CBullsquid::ISoundMask()
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{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_PLAYER;
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}
//=========================================================
// Classify - indicates this monster's place in the
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// relationship table.
//=========================================================
int CBullsquid::Classify()
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{
return CLASS_ALIEN_PREDATOR;
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}
//=========================================================
// IdleSound
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//=========================================================
#define SQUID_ATTN_IDLE (float)1.5
void CBullsquid::IdleSound()
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{
switch (RANDOM_LONG(0, 4))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, SQUID_ATTN_IDLE);
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break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, SQUID_ATTN_IDLE);
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break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle3.wav", 1, SQUID_ATTN_IDLE);
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break;
case 3:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle4.wav", 1, SQUID_ATTN_IDLE);
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break;
case 4:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle5.wav", 1, SQUID_ATTN_IDLE);
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break;
}
}
//=========================================================
// PainSound
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//=========================================================
void CBullsquid::PainSound()
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{
int iPitch = RANDOM_LONG(85, 120);
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switch (RANDOM_LONG(0, 3))
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{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain3.wav", 1, ATTN_NORM, 0, iPitch);
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break;
case 3:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_pain4.wav", 1, ATTN_NORM, 0, iPitch);
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break;
}
}
//=========================================================
// AlertSound
//=========================================================
void CBullsquid::AlertSound()
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{
int iPitch = RANDOM_LONG(140, 160);
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switch (RANDOM_LONG(0, 1))
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{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
}
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBullsquid::SetYawSpeed()
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{
int ys;
ys = 0;
switch (m_Activity)
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{
case ACT_WALK:
ys = 90;
break;
case ACT_RUN:
ys = 90;
break;
case ACT_IDLE:
ys = 90;
break;
case ACT_RANGE_ATTACK1:
ys = 90;
break;
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default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CBullsquid::HandleAnimEvent(MonsterEvent_t* pEvent)
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{
switch (pEvent->event)
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{
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case BSQUID_AE_SPIT:
{
if (m_hEnemy)
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{
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors(pev->angles);
// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
// we should be able to read the position of bones at runtime for this info.
vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23);
vecSpitOffset = (pev->origin + vecSpitOffset);
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
// do stuff for this event.
AttackSound();
// spew the spittle temporary ents.
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpitOffset);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(vecSpitOffset.x); // pos
WRITE_COORD(vecSpitOffset.y);
WRITE_COORD(vecSpitOffset.z);
WRITE_COORD(vecSpitDir.x); // dir
WRITE_COORD(vecSpitDir.y);
WRITE_COORD(vecSpitDir.z);
WRITE_SHORT(iSquidSpitSprite); // model
WRITE_BYTE(15); // count
WRITE_BYTE(210); // speed
WRITE_BYTE(25); // noise ( client will divide by 100 )
MESSAGE_END();
CSquidSpit::Shoot(pev, vecSpitOffset, vecSpitDir * 900);
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}
}
break;
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case BSQUID_AE_BITE:
{
// SOUND HERE!
CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.bullsquidDmgBite, DMG_SLASH);
if (pHurt)
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{
//pHurt->pev->punchangle.z = -15;
//pHurt->pev->punchangle.x = -45;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
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}
}
break;
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case BSQUID_AE_TAILWHIP:
{
CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB);
if (pHurt)
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{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
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}
}
break;
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case BSQUID_AE_BLINK:
{
// close eye.
pev->skin = 1;
}
break;
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case BSQUID_AE_HOP:
{
float flGravity = g_psv_gravity->value;
// throw the squid up into the air on this frame.
if (FBitSet(pev->flags, FL_ONGROUND))
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{
pev->flags -= FL_ONGROUND;
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}
// jump into air for 0.8 (24/30) seconds
// pev->velocity.z += (0.875 * flGravity) * 0.5;
pev->velocity.z += (0.625 * flGravity) * 0.5;
}
break;
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case BSQUID_AE_THROW:
{
int iPitch;
// squid throws its prey IF the prey is a client.
CBaseEntity* pHurt = CheckTraceHullAttack(70, 0, 0);
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if (pHurt)
{
// croonchy bite sound
iPitch = RANDOM_FLOAT(90, 110);
switch (RANDOM_LONG(0, 1))
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{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
break;
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}
//pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5;
//pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25;
//pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45;
// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
UTIL_ScreenShake(pHurt->pev->origin, 25.0, 1.5, 0.7, 2);
if (pHurt->IsPlayer())
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{
UTIL_MakeVectors(pev->angles);
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300;
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}
}
}
break;
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default:
CBaseMonster::HandleAnimEvent(pEvent);
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}
}
//=========================================================
// Spawn
//=========================================================
void CBullsquid::Spawn()
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{
Precache();
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SET_MODEL(ENT(pev), "models/bullsquid.mdl");
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64));
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pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.bullsquidHealth;
m_flFieldOfView = 0.2; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
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m_fCanThreatDisplay = true;
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m_flNextSpitTime = gpGlobals->time;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBullsquid::Precache()
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{
PRECACHE_MODEL("models/bullsquid.mdl");
PRECACHE_MODEL("sprites/bigspit.spr"); // spit projectile.
iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr"); // client side spittle.
PRECACHE_SOUND("zombie/claw_miss2.wav"); // because we use the basemonster SWIPE animation event
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PRECACHE_SOUND("bullchicken/bc_attack2.wav");
PRECACHE_SOUND("bullchicken/bc_attack3.wav");
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PRECACHE_SOUND("bullchicken/bc_die1.wav");
PRECACHE_SOUND("bullchicken/bc_die2.wav");
PRECACHE_SOUND("bullchicken/bc_die3.wav");
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PRECACHE_SOUND("bullchicken/bc_idle1.wav");
PRECACHE_SOUND("bullchicken/bc_idle2.wav");
PRECACHE_SOUND("bullchicken/bc_idle3.wav");
PRECACHE_SOUND("bullchicken/bc_idle4.wav");
PRECACHE_SOUND("bullchicken/bc_idle5.wav");
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PRECACHE_SOUND("bullchicken/bc_pain1.wav");
PRECACHE_SOUND("bullchicken/bc_pain2.wav");
PRECACHE_SOUND("bullchicken/bc_pain3.wav");
PRECACHE_SOUND("bullchicken/bc_pain4.wav");
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PRECACHE_SOUND("bullchicken/bc_attackgrowl.wav");
PRECACHE_SOUND("bullchicken/bc_attackgrowl2.wav");
PRECACHE_SOUND("bullchicken/bc_attackgrowl3.wav");
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
}
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//=========================================================
// DeathSound
//=========================================================
void CBullsquid::DeathSound()
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{
switch (RANDOM_LONG(0, 2))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_die1.wav", 1, ATTN_NORM);
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break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_die2.wav", 1, ATTN_NORM);
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break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_die3.wav", 1, ATTN_NORM);
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break;
}
}
//=========================================================
// AttackSound
//=========================================================
void CBullsquid::AttackSound()
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{
switch (RANDOM_LONG(0, 1))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM);
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break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM);
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break;
}
}
//========================================================
// RunAI - overridden for bullsquid because there are things
// that need to be checked every think.
//========================================================
void CBullsquid::RunAI()
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{
// first, do base class stuff
CBaseMonster::RunAI();
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if (pev->skin != 0)
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{
// close eye if it was open.
pev->skin = 0;
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}
if (RANDOM_LONG(0, 39) == 0)
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{
pev->skin = 1;
}
if (m_hEnemy != NULL && m_Activity == ACT_RUN)
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{
// chasing enemy. Sprint for last bit
if ((pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST)
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{
pev->framerate = 1.25;
}
}
}
//========================================================
// AI Schedules Specific to this monster
//=========================================================
// primary range attack
Task_t tlSquidRangeAttack1[] =
{
{TASK_STOP_MOVING, 0},
{TASK_FACE_IDEAL, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
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};
Schedule_t slSquidRangeAttack1[] =
{
{tlSquidRangeAttack1,
ARRAYSIZE(tlSquidRangeAttack1),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"Squid Range Attack1"},
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};
// Chase enemy schedule
Task_t tlSquidChaseEnemy1[] =
{
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1}, // !!!OEM - this will stop nasty squid oscillation.
{TASK_GET_PATH_TO_ENEMY, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
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};
Schedule_t slSquidChaseEnemy[] =
{
{tlSquidChaseEnemy1,
ARRAYSIZE(tlSquidChaseEnemy1),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_SMELL_FOOD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_MEAT,
"Squid Chase Enemy"},
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};
Task_t tlSquidHurtHop[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SOUND_WAKE, (float)0},
{TASK_SQUID_HOPTURN, (float)0},
{TASK_FACE_ENEMY, (float)0}, // in case squid didn't turn all the way in the air.
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};
Schedule_t slSquidHurtHop[] =
{
{tlSquidHurtHop,
ARRAYSIZE(tlSquidHurtHop),
0,
0,
"SquidHurtHop"}};
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Task_t tlSquidSeeCrab[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SOUND_WAKE, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_EXCITED},
{TASK_FACE_ENEMY, (float)0},
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};
Schedule_t slSquidSeeCrab[] =
{
{tlSquidSeeCrab,
ARRAYSIZE(tlSquidSeeCrab),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"SquidSeeCrab"}};
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// squid walks to something tasty and eats it.
Task_t tlSquidEat[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_EAT, (float)10}, // this is in case the squid can't get to the food
{TASK_STORE_LASTPOSITION, (float)0},
{TASK_GET_PATH_TO_BESTSCENT, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_EAT},
{TASK_PLAY_SEQUENCE, (float)ACT_EAT},
{TASK_PLAY_SEQUENCE, (float)ACT_EAT},
{TASK_EAT, (float)50},
{TASK_GET_PATH_TO_LASTPOSITION, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_CLEAR_LASTPOSITION, (float)0},
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};
Schedule_t slSquidEat[] =
{
{tlSquidEat,
ARRAYSIZE(tlSquidEat),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_MEAT |
bits_SOUND_CARCASS,
"SquidEat"}};
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// this is a bit different than just Eat. We use this schedule when the food is far away, occluded, or behind
// the squid. This schedule plays a sniff animation before going to the source of food.
Task_t tlSquidSniffAndEat[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_EAT, (float)10}, // this is in case the squid can't get to the food
{TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT},
{TASK_STORE_LASTPOSITION, (float)0},
{TASK_GET_PATH_TO_BESTSCENT, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_EAT},
{TASK_PLAY_SEQUENCE, (float)ACT_EAT},
{TASK_PLAY_SEQUENCE, (float)ACT_EAT},
{TASK_EAT, (float)50},
{TASK_GET_PATH_TO_LASTPOSITION, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_CLEAR_LASTPOSITION, (float)0},
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};
Schedule_t slSquidSniffAndEat[] =
{
{tlSquidSniffAndEat,
ARRAYSIZE(tlSquidSniffAndEat),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY,
// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_MEAT |
bits_SOUND_CARCASS,
"SquidSniffAndEat"}};
// squid does this to stinky things.
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Task_t tlSquidWallow[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_EAT, (float)10}, // this is in case the squid can't get to the stinkiness
{TASK_STORE_LASTPOSITION, (float)0},
{TASK_GET_PATH_TO_BESTSCENT, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR},
{TASK_EAT, (float)50}, // keeps squid from eating or sniffing anything else for a while.
{TASK_GET_PATH_TO_LASTPOSITION, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_CLEAR_LASTPOSITION, (float)0},
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};
Schedule_t slSquidWallow[] =
{
{tlSquidWallow,
ARRAYSIZE(tlSquidWallow),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_NEW_ENEMY,
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// even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask
// here or the monster won't detect these sounds at ALL while running this schedule.
bits_SOUND_GARBAGE,
"SquidWallow"}};
DEFINE_CUSTOM_SCHEDULES(CBullsquid){
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slSquidRangeAttack1,
slSquidChaseEnemy,
slSquidHurtHop,
slSquidSeeCrab,
slSquidEat,
slSquidSniffAndEat,
slSquidWallow};
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IMPLEMENT_CUSTOM_SCHEDULES(CBullsquid, CBaseMonster);
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//=========================================================
// GetSchedule
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//=========================================================
Schedule_t* CBullsquid::GetSchedule()
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{
switch (m_MonsterState)
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{
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case MONSTERSTATE_ALERT:
{
if (HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
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{
return GetScheduleOfType(SCHED_SQUID_HURTHOP);
}
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if (HasConditions(bits_COND_SMELL_FOOD))
{
CSound* pSound;
pSound = PBestScent();
if (pSound && (!FInViewCone(&pSound->m_vecOrigin) || !FVisible(pSound->m_vecOrigin)))
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{
// scent is behind or occluded
return GetScheduleOfType(SCHED_SQUID_SNIFF_AND_EAT);
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}
// food is right out in the open. Just go get it.
return GetScheduleOfType(SCHED_SQUID_EAT);
}
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if (HasConditions(bits_COND_SMELL))
{
// there's something stinky.
CSound* pSound;
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pSound = PBestScent();
if (pSound)
return GetScheduleOfType(SCHED_SQUID_WALLOW);
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}
break;
}
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case MONSTERSTATE_COMBAT:
{
// dead enemy
if (HasConditions(bits_COND_ENEMY_DEAD))
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{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
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if (HasConditions(bits_COND_NEW_ENEMY))
{
if (m_fCanThreatDisplay && IRelationship(m_hEnemy) == R_HT)
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{
// this means squid sees a headcrab!
m_fCanThreatDisplay = false; // only do the headcrab dance once per lifetime.
return GetScheduleOfType(SCHED_SQUID_SEECRAB);
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}
else
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{
return GetScheduleOfType(SCHED_WAKE_ANGRY);
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}
}
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if (HasConditions(bits_COND_SMELL_FOOD))
{
CSound* pSound;
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pSound = PBestScent();
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if (pSound && (!FInViewCone(&pSound->m_vecOrigin) || !FVisible(pSound->m_vecOrigin)))
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{
// scent is behind or occluded
return GetScheduleOfType(SCHED_SQUID_SNIFF_AND_EAT);
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}
// food is right out in the open. Just go get it.
return GetScheduleOfType(SCHED_SQUID_EAT);
}
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
}
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
}
if (HasConditions(bits_COND_CAN_MELEE_ATTACK2))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK2);
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}
return GetScheduleOfType(SCHED_CHASE_ENEMY);
break;
}
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}
return CBaseMonster::GetSchedule();
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}
//=========================================================
// GetScheduleOfType
//=========================================================
Schedule_t* CBullsquid::GetScheduleOfType(int Type)
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{
switch (Type)
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{
case SCHED_RANGE_ATTACK1:
return &slSquidRangeAttack1[0];
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break;
case SCHED_SQUID_HURTHOP:
return &slSquidHurtHop[0];
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break;
case SCHED_SQUID_SEECRAB:
return &slSquidSeeCrab[0];
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break;
case SCHED_SQUID_EAT:
return &slSquidEat[0];
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break;
case SCHED_SQUID_SNIFF_AND_EAT:
return &slSquidSniffAndEat[0];
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break;
case SCHED_SQUID_WALLOW:
return &slSquidWallow[0];
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break;
case SCHED_CHASE_ENEMY:
return &slSquidChaseEnemy[0];
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break;
}
return CBaseMonster::GetScheduleOfType(Type);
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}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. OVERRIDDEN for bullsquid because it needs to
// know explicitly when the last attempt to chase the enemy
// failed, since that impacts its attack choices.
//=========================================================
void CBullsquid::StartTask(Task_t* pTask)
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{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
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{
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case TASK_MELEE_ATTACK2:
{
switch (RANDOM_LONG(0, 2))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM);
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break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM);
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break;
}
CBaseMonster::StartTask(pTask);
break;
}
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case TASK_SQUID_HOPTURN:
{
SetActivity(ACT_HOP);
MakeIdealYaw(m_vecEnemyLKP);
break;
}
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case TASK_GET_PATH_TO_ENEMY:
{
if (BuildRoute(m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy))
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{
m_iTaskStatus = TASKSTATUS_COMPLETE;
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}
else
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{
ALERT(at_aiconsole, "GetPathToEnemy failed!!\n");
TaskFail();
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}
break;
}
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default:
{
CBaseMonster::StartTask(pTask);
break;
}
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}
}
//=========================================================
// RunTask
//=========================================================
void CBullsquid::RunTask(Task_t* pTask)
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{
switch (pTask->iTask)
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{
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case TASK_SQUID_HOPTURN:
{
MakeIdealYaw(m_vecEnemyLKP);
ChangeYaw(pev->yaw_speed);
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if (m_fSequenceFinished)
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{
m_iTaskStatus = TASKSTATUS_COMPLETE;
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}
break;
}
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default:
{
CBaseMonster::RunTask(pTask);
break;
}
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}
}
//=========================================================
// GetIdealState - Overridden for Bullsquid to deal with
// the feature that makes it lose interest in headcrabs for
// a while if something injures it.
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//=========================================================
MONSTERSTATE CBullsquid::GetIdealState()
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{
int iConditions;
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iConditions = IScheduleFlags();
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// If no schedule conditions, the new ideal state is probably the reason we're in here.
switch (m_MonsterState)
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{
case MONSTERSTATE_COMBAT:
/*
COMBAT goes to ALERT upon death of enemy
*/
{
if (m_hEnemy != NULL && (iConditions & (bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) != 0 && FClassnameIs(m_hEnemy->pev, "monster_headcrab"))
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{
// if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while.
m_hEnemy = NULL;
m_IdealMonsterState = MONSTERSTATE_ALERT;
}
break;
}
}
m_IdealMonsterState = CBaseMonster::GetIdealState();
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return m_IdealMonsterState;
}