821 lines
20 KiB
C++
821 lines
20 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// monster template
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//=========================================================
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// UNDONE: Holster weapon?
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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#define BARNEY_AE_DRAW (2)
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#define BARNEY_AE_SHOOT (3)
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#define BARNEY_AE_HOLSTER (4)
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#define BARNEY_BODY_GUNHOLSTERED 0
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#define BARNEY_BODY_GUNDRAWN 1
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#define BARNEY_BODY_GUNGONE 2
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class CBarney : public CTalkMonster
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{
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public:
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void Spawn() override;
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void Precache() override;
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void SetYawSpeed() override;
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int ISoundMask() override;
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void BarneyFirePistol();
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void AlertSound() override;
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int Classify() override;
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void HandleAnimEvent(MonsterEvent_t* pEvent) override;
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void RunTask(Task_t* pTask) override;
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void StartTask(Task_t* pTask) override;
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int ObjectCaps() override { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
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bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
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bool CheckRangeAttack1(float flDot, float flDist) override;
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void DeclineFollowing() override;
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// Override these to set behavior
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Schedule_t* GetScheduleOfType(int Type) override;
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Schedule_t* GetSchedule() override;
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MONSTERSTATE GetIdealState() override;
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void DeathSound() override;
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void PainSound() override;
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void TalkInit();
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void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
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void Killed(entvars_t* pevAttacker, int iGib) override;
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bool Save(CSave& save) override;
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bool Restore(CRestore& restore) override;
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static TYPEDESCRIPTION m_SaveData[];
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bool m_fGunDrawn;
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float m_painTime;
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float m_checkAttackTime;
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bool m_lastAttackCheck;
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// UNDONE: What is this for? It isn't used?
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float m_flPlayerDamage; // how much pain has the player inflicted on me?
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CUSTOM_SCHEDULES;
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};
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LINK_ENTITY_TO_CLASS(monster_barney, CBarney);
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TYPEDESCRIPTION CBarney::m_SaveData[] =
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{
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DEFINE_FIELD(CBarney, m_fGunDrawn, FIELD_BOOLEAN),
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DEFINE_FIELD(CBarney, m_painTime, FIELD_TIME),
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DEFINE_FIELD(CBarney, m_checkAttackTime, FIELD_TIME),
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DEFINE_FIELD(CBarney, m_lastAttackCheck, FIELD_BOOLEAN),
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DEFINE_FIELD(CBarney, m_flPlayerDamage, FIELD_FLOAT),
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};
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IMPLEMENT_SAVERESTORE(CBarney, CTalkMonster);
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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Task_t tlBaFollow[] =
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{
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{TASK_MOVE_TO_TARGET_RANGE, (float)128}, // Move within 128 of target ent (client)
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{TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE},
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};
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Schedule_t slBaFollow[] =
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{
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{tlBaFollow,
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ARRAYSIZE(tlBaFollow),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_PROVOKED,
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bits_SOUND_DANGER,
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"Follow"},
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};
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//=========================================================
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// BarneyDraw- much better looking draw schedule for when
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// barney knows who he's gonna attack.
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//=========================================================
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Task_t tlBarneyEnemyDraw[] =
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{
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{TASK_STOP_MOVING, 0},
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{TASK_FACE_ENEMY, 0},
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{TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_ARM},
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};
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Schedule_t slBarneyEnemyDraw[] =
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{
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{tlBarneyEnemyDraw,
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ARRAYSIZE(tlBarneyEnemyDraw),
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0,
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0,
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"Barney Enemy Draw"}};
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Task_t tlBaFaceTarget[] =
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{
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{TASK_SET_ACTIVITY, (float)ACT_IDLE},
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{TASK_FACE_TARGET, (float)0},
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{TASK_SET_ACTIVITY, (float)ACT_IDLE},
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{TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE},
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};
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Schedule_t slBaFaceTarget[] =
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{
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{tlBaFaceTarget,
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ARRAYSIZE(tlBaFaceTarget),
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bits_COND_CLIENT_PUSH |
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_PROVOKED,
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bits_SOUND_DANGER,
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"FaceTarget"},
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};
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Task_t tlIdleBaStand[] =
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{
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{TASK_STOP_MOVING, 0},
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{TASK_SET_ACTIVITY, (float)ACT_IDLE},
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{TASK_WAIT, (float)2}, // repick IDLESTAND every two seconds.
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{TASK_TLK_HEADRESET, (float)0}, // reset head position
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};
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Schedule_t slIdleBaStand[] =
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{
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{tlIdleBaStand,
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ARRAYSIZE(tlIdleBaStand),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_SMELL |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT | // sound flags - change these, and you'll break the talking code.
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//bits_SOUND_PLAYER |
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//bits_SOUND_WORLD |
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bits_SOUND_DANGER |
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bits_SOUND_MEAT | // scents
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bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
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"IdleStand"},
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};
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DEFINE_CUSTOM_SCHEDULES(CBarney){
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slBaFollow,
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slBarneyEnemyDraw,
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slBaFaceTarget,
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slIdleBaStand,
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};
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IMPLEMENT_CUSTOM_SCHEDULES(CBarney, CTalkMonster);
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void CBarney::StartTask(Task_t* pTask)
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{
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CTalkMonster::StartTask(pTask);
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}
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void CBarney::RunTask(Task_t* pTask)
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{
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switch (pTask->iTask)
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{
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case TASK_RANGE_ATTACK1:
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if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
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{
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pev->framerate = 1.5;
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}
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CTalkMonster::RunTask(pTask);
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break;
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default:
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CTalkMonster::RunTask(pTask);
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break;
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}
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}
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards.
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//=========================================================
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int CBarney::ISoundMask()
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_CARCASS |
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bits_SOUND_MEAT |
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bits_SOUND_GARBAGE |
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER;
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CBarney::Classify()
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{
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return CLASS_PLAYER_ALLY;
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}
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//=========================================================
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// ALertSound - barney says "Freeze!"
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//=========================================================
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void CBarney::AlertSound()
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{
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if (m_hEnemy != NULL)
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{
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if (FOkToSpeak())
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{
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PlaySentence("BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
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}
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}
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CBarney::SetYawSpeed()
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{
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int ys;
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ys = 0;
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switch (m_Activity)
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{
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case ACT_IDLE:
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ys = 70;
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break;
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case ACT_WALK:
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ys = 70;
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break;
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case ACT_RUN:
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ys = 90;
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break;
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default:
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ys = 70;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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bool CBarney::CheckRangeAttack1(float flDot, float flDist)
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{
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if (flDist <= 1024 && flDot >= 0.5)
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{
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if (gpGlobals->time > m_checkAttackTime)
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{
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TraceResult tr;
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Vector shootOrigin = pev->origin + Vector(0, 0, 55);
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CBaseEntity* pEnemy = m_hEnemy;
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Vector shootTarget = ((pEnemy->BodyTarget(shootOrigin) - pEnemy->pev->origin) + m_vecEnemyLKP);
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UTIL_TraceLine(shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr);
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m_checkAttackTime = gpGlobals->time + 1;
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if (tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy))
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m_lastAttackCheck = true;
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else
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m_lastAttackCheck = false;
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m_checkAttackTime = gpGlobals->time + 1.5;
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}
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return m_lastAttackCheck;
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}
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return false;
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CBarney::BarneyFirePistol()
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{
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Vector vecShootOrigin;
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UTIL_MakeVectors(pev->angles);
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vecShootOrigin = pev->origin + Vector(0, 0, 55);
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Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
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Vector angDir = UTIL_VecToAngles(vecShootDir);
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SetBlending(0, angDir.x);
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pev->effects = EF_MUZZLEFLASH;
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM);
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int pitchShift = RANDOM_LONG(0, 20);
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// Only shift about half the time
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if (pitchShift > 10)
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
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// UNDONE: Reload?
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m_cAmmoLoaded--; // take away a bullet!
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CBarney::HandleAnimEvent(MonsterEvent_t* pEvent)
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{
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switch (pEvent->event)
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{
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case BARNEY_AE_SHOOT:
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BarneyFirePistol();
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break;
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case BARNEY_AE_DRAW:
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// barney's bodygroup switches here so he can pull gun from holster
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pev->body = BARNEY_BODY_GUNDRAWN;
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m_fGunDrawn = true;
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break;
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case BARNEY_AE_HOLSTER:
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// change bodygroup to replace gun in holster
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pev->body = BARNEY_BODY_GUNHOLSTERED;
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m_fGunDrawn = false;
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break;
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default:
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CTalkMonster::HandleAnimEvent(pEvent);
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CBarney::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/barney.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.barneyHealth;
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pev->view_ofs = Vector(0, 0, 50); // position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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pev->body = 0; // gun in holster
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m_fGunDrawn = false;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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MonsterInit();
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SetUse(&CBarney::FollowerUse);
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CBarney::Precache()
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{
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PRECACHE_MODEL("models/barney.mdl");
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PRECACHE_SOUND("barney/ba_attack1.wav");
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PRECACHE_SOUND("barney/ba_attack2.wav");
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PRECACHE_SOUND("barney/ba_pain1.wav");
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PRECACHE_SOUND("barney/ba_pain2.wav");
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PRECACHE_SOUND("barney/ba_pain3.wav");
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PRECACHE_SOUND("barney/ba_die1.wav");
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PRECACHE_SOUND("barney/ba_die2.wav");
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PRECACHE_SOUND("barney/ba_die3.wav");
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// every new barney must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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// Init talk data
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void CBarney::TalkInit()
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{
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CTalkMonster::TalkInit();
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// scientists speach group names (group names are in sentences.txt)
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m_szGrp[TLK_ANSWER] = "BA_ANSWER";
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m_szGrp[TLK_QUESTION] = "BA_QUESTION";
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m_szGrp[TLK_IDLE] = "BA_IDLE";
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m_szGrp[TLK_STARE] = "BA_STARE";
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m_szGrp[TLK_USE] = "BA_OK";
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m_szGrp[TLK_UNUSE] = "BA_WAIT";
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m_szGrp[TLK_STOP] = "BA_STOP";
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m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
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m_szGrp[TLK_HELLO] = "BA_HELLO";
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m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
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m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
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m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
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m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
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m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
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m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
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m_szGrp[TLK_SMELL] = "BA_SMELL";
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m_szGrp[TLK_WOUND] = "BA_WOUND";
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m_szGrp[TLK_MORTAL] = "BA_MORTAL";
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// get voice for head - just one barney voice for now
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m_voicePitch = 100;
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}
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bool CBarney::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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// make sure friends talk about it if player hurts talkmonsters...
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bool ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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if (!IsAlive() || pev->deadflag == DEAD_DYING)
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return ret;
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if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) != 0)
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{
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m_flPlayerDamage += flDamage;
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if (m_hEnemy == NULL)
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{
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if ((m_afMemory & bits_MEMORY_SUSPICIOUS) != 0 || IsFacing(pevAttacker, pev->origin))
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{
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// Alright, now I'm pissed!
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PlaySentence("BA_MAD", 4, VOL_NORM, ATTN_NORM);
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Remember(bits_MEMORY_PROVOKED);
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StopFollowing(true);
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}
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else
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{
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// Hey, be careful with that
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PlaySentence("BA_SHOT", 4, VOL_NORM, ATTN_NORM);
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Remember(bits_MEMORY_SUSPICIOUS);
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}
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}
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else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO)
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{
|
|
PlaySentence("BA_SHOT", 4, VOL_NORM, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CBarney::PainSound()
|
|
{
|
|
if (gpGlobals->time < m_painTime)
|
|
return;
|
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
|
|
|
|
switch (RANDOM_LONG(0, 2))
|
|
{
|
|
case 0:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CBarney::DeathSound()
|
|
{
|
|
switch (RANDOM_LONG(0, 2))
|
|
{
|
|
case 0:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch());
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void CBarney::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType)
|
|
{
|
|
switch (ptr->iHitgroup)
|
|
{
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
if ((bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST)) != 0)
|
|
{
|
|
flDamage = flDamage / 2;
|
|
}
|
|
break;
|
|
case 10:
|
|
if ((bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB)) != 0)
|
|
{
|
|
flDamage -= 20;
|
|
if (flDamage <= 0)
|
|
{
|
|
UTIL_Ricochet(ptr->vecEndPos, 1.0);
|
|
flDamage = 0.01;
|
|
}
|
|
}
|
|
// always a head shot
|
|
ptr->iHitgroup = HITGROUP_HEAD;
|
|
break;
|
|
}
|
|
|
|
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
|
|
}
|
|
|
|
|
|
void CBarney::Killed(entvars_t* pevAttacker, int iGib)
|
|
{
|
|
if (pev->body < BARNEY_BODY_GUNGONE)
|
|
{ // drop the gun!
|
|
Vector vecGunPos;
|
|
Vector vecGunAngles;
|
|
|
|
pev->body = BARNEY_BODY_GUNGONE;
|
|
|
|
GetAttachment(0, vecGunPos, vecGunAngles);
|
|
|
|
CBaseEntity* pGun = DropItem("weapon_9mmhandgun", vecGunPos, vecGunAngles);
|
|
}
|
|
|
|
SetUse(NULL);
|
|
CTalkMonster::Killed(pevAttacker, iGib);
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
Schedule_t* CBarney::GetScheduleOfType(int Type)
|
|
{
|
|
Schedule_t* psched;
|
|
|
|
switch (Type)
|
|
{
|
|
case SCHED_ARM_WEAPON:
|
|
if (m_hEnemy != NULL)
|
|
{
|
|
// face enemy, then draw.
|
|
return slBarneyEnemyDraw;
|
|
}
|
|
break;
|
|
|
|
// Hook these to make a looping schedule
|
|
case SCHED_TARGET_FACE:
|
|
// call base class default so that barney will talk
|
|
// when 'used'
|
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
|
|
|
if (psched == slIdleStand)
|
|
return slBaFaceTarget; // override this for different target face behavior
|
|
else
|
|
return psched;
|
|
|
|
case SCHED_TARGET_CHASE:
|
|
return slBaFollow;
|
|
|
|
case SCHED_IDLE_STAND:
|
|
// call base class default so that scientist will talk
|
|
// when standing during idle
|
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
|
|
|
if (psched == slIdleStand)
|
|
{
|
|
// just look straight ahead.
|
|
return slIdleBaStand;
|
|
}
|
|
else
|
|
return psched;
|
|
}
|
|
|
|
return CTalkMonster::GetScheduleOfType(Type);
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSchedule - Decides which type of schedule best suits
|
|
// the monster's current state and conditions. Then calls
|
|
// monster's member function to get a pointer to a schedule
|
|
// of the proper type.
|
|
//=========================================================
|
|
Schedule_t* CBarney::GetSchedule()
|
|
{
|
|
if (HasConditions(bits_COND_HEAR_SOUND))
|
|
{
|
|
CSound* pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT(pSound != NULL);
|
|
if (pSound && (pSound->m_iType & bits_SOUND_DANGER) != 0)
|
|
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
|
|
}
|
|
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
|
|
{
|
|
PlaySentence("BA_KILL", 4, VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
// always act surprized with a new enemy
|
|
if (HasConditions(bits_COND_NEW_ENEMY) && HasConditions(bits_COND_LIGHT_DAMAGE))
|
|
return GetScheduleOfType(SCHED_SMALL_FLINCH);
|
|
|
|
// wait for one schedule to draw gun
|
|
if (!m_fGunDrawn)
|
|
return GetScheduleOfType(SCHED_ARM_WEAPON);
|
|
|
|
if (HasConditions(bits_COND_HEAVY_DAMAGE))
|
|
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
|
|
}
|
|
break;
|
|
|
|
case MONSTERSTATE_ALERT:
|
|
case MONSTERSTATE_IDLE:
|
|
if (HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
|
{
|
|
// flinch if hurt
|
|
return GetScheduleOfType(SCHED_SMALL_FLINCH);
|
|
}
|
|
|
|
if (m_hEnemy == NULL && IsFollowing())
|
|
{
|
|
if (!m_hTargetEnt->IsAlive())
|
|
{
|
|
// UNDONE: Comment about the recently dead player here?
|
|
StopFollowing(false);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (HasConditions(bits_COND_CLIENT_PUSH))
|
|
{
|
|
return GetScheduleOfType(SCHED_MOVE_AWAY_FOLLOW);
|
|
}
|
|
return GetScheduleOfType(SCHED_TARGET_FACE);
|
|
}
|
|
}
|
|
|
|
if (HasConditions(bits_COND_CLIENT_PUSH))
|
|
{
|
|
return GetScheduleOfType(SCHED_MOVE_AWAY);
|
|
}
|
|
|
|
// try to say something about smells
|
|
TrySmellTalk();
|
|
break;
|
|
}
|
|
|
|
return CTalkMonster::GetSchedule();
|
|
}
|
|
|
|
MONSTERSTATE CBarney::GetIdealState()
|
|
{
|
|
return CTalkMonster::GetIdealState();
|
|
}
|
|
|
|
|
|
|
|
void CBarney::DeclineFollowing()
|
|
{
|
|
PlaySentence("BA_POK", 2, VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
// DEAD BARNEY PROP
|
|
//
|
|
// Designer selects a pose in worldcraft, 0 through num_poses-1
|
|
// this value is added to what is selected as the 'first dead pose'
|
|
// among the monster's normal animations. All dead poses must
|
|
// appear sequentially in the model file. Be sure and set
|
|
// the m_iFirstPose properly!
|
|
//
|
|
//=========================================================
|
|
class CDeadBarney : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn() override;
|
|
int Classify() override { return CLASS_PLAYER_ALLY; }
|
|
|
|
bool KeyValue(KeyValueData* pkvd) override;
|
|
|
|
int m_iPose; // which sequence to display -- temporary, don't need to save
|
|
static const char* m_szPoses[3];
|
|
};
|
|
|
|
const char* CDeadBarney::m_szPoses[] = {"lying_on_back", "lying_on_side", "lying_on_stomach"};
|
|
|
|
bool CDeadBarney::KeyValue(KeyValueData* pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "pose"))
|
|
{
|
|
m_iPose = atoi(pkvd->szValue);
|
|
return true;
|
|
}
|
|
|
|
return CBaseMonster::KeyValue(pkvd);
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_barney_dead, CDeadBarney);
|
|
|
|
//=========================================================
|
|
// ********** DeadBarney SPAWN **********
|
|
//=========================================================
|
|
void CDeadBarney::Spawn()
|
|
{
|
|
PRECACHE_MODEL("models/barney.mdl");
|
|
SET_MODEL(ENT(pev), "models/barney.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 barney with bad pose\n");
|
|
}
|
|
// Corpses have less health
|
|
pev->health = 8; //gSkillData.barneyHealth;
|
|
|
|
MonsterInitDead();
|
|
}
|