halflife-photomode/dlls/hgrunt.cpp

2474 lines
65 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// hgrunt
//=========================================================
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define GRUNT_VOL 0.35 // volume of grunt sounds
#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
#define HGRUNT_LIMP_HEALTH 20
#define HGRUNT_DMG_HEADSHOT (DMG_BULLET | DMG_CLUB) // damage types that can kill a grunt with a single headshot.
#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define HGRUNT_9MMAR (1 << 0)
#define HGRUNT_HANDGRENADE (1 << 1)
#define HGRUNT_GRENADELAUNCHER (1 << 2)
#define HGRUNT_SHOTGUN (1 << 3)
#define HEAD_GROUP 1
#define HEAD_GRUNT 0
#define HEAD_COMMANDER 1
#define HEAD_SHOTGUN 2
#define HEAD_M203 3
#define GUN_GROUP 2
#define GUN_MP5 0
#define GUN_SHOTGUN 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HGRUNT_AE_RELOAD (2)
#define HGRUNT_AE_KICK (3)
#define HGRUNT_AE_BURST1 (4)
#define HGRUNT_AE_BURST2 (5)
#define HGRUNT_AE_BURST3 (6)
#define HGRUNT_AE_GREN_TOSS (7)
#define HGRUNT_AE_GREN_LAUNCH (8)
#define HGRUNT_AE_GREN_DROP (9)
#define HGRUNT_AE_CAUGHT_ENEMY (10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define HGRUNT_AE_DROP_GUN (11) // grunt (probably dead) is dropping his mp5.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE, // move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_GRUNT_COVER_AND_RELOAD,
SCHED_GRUNT_SWEEP,
SCHED_GRUNT_FOUND_ENEMY,
SCHED_GRUNT_REPEL,
SCHED_GRUNT_REPEL_ATTACK,
SCHED_GRUNT_REPEL_LAND,
SCHED_GRUNT_WAIT_FACE_ENEMY,
SCHED_GRUNT_TAKECOVER_FAILED, // special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_GRUNT_ELOF_FAIL,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_GRUNT_SPEAK_SENTENCE,
TASK_GRUNT_CHECK_FIRE,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_GRUNT_NOFIRE (bits_COND_SPECIAL1)
class CHGrunt : public CSquadMonster
{
public:
void Spawn() override;
void Precache() override;
void SetYawSpeed() override;
int Classify() override;
int ISoundMask() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
bool FCanCheckAttacks() override;
bool CheckMeleeAttack1(float flDot, float flDist) override;
bool CheckRangeAttack1(float flDot, float flDist) override;
bool CheckRangeAttack2(float flDot, float flDist) override;
void CheckAmmo() override;
void SetActivity(Activity NewActivity) override;
void StartTask(Task_t* pTask) override;
void RunTask(Task_t* pTask) override;
void DeathSound() override;
void PainSound() override;
void IdleSound() override;
Vector GetGunPosition() override;
void Shoot();
void Shotgun();
void PrescheduleThink() override;
void GibMonster() override;
void SpeakSentence();
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
CBaseEntity* Kick();
Schedule_t* GetSchedule() override;
Schedule_t* GetScheduleOfType(int Type) override;
void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
int IRelationship(CBaseEntity* pTarget) override;
bool FOkToSpeak();
void JustSpoke();
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;
static const char* pGruntSentences[];
};
LINK_ENTITY_TO_CLASS(monster_human_grunt, CHGrunt);
TYPEDESCRIPTION CHGrunt::m_SaveData[] =
{
DEFINE_FIELD(CHGrunt, m_flNextGrenadeCheck, FIELD_TIME),
DEFINE_FIELD(CHGrunt, m_flNextPainTime, FIELD_TIME),
// DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
DEFINE_FIELD(CHGrunt, m_vecTossVelocity, FIELD_VECTOR),
DEFINE_FIELD(CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN),
DEFINE_FIELD(CHGrunt, m_fStanding, FIELD_BOOLEAN),
DEFINE_FIELD(CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN),
DEFINE_FIELD(CHGrunt, m_cClipSize, FIELD_INTEGER),
DEFINE_FIELD(CHGrunt, m_voicePitch, FIELD_INTEGER),
// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
DEFINE_FIELD(CHGrunt, m_iSentence, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CHGrunt, CSquadMonster);
const char* CHGrunt::pGruntSentences[] =
{
"HG_GREN", // grenade scared grunt
"HG_ALERT", // sees player
"HG_MONSTER", // sees monster
"HG_COVER", // running to cover
"HG_THROW", // about to throw grenade
"HG_CHARGE", // running out to get the enemy
"HG_TAUNT", // say rude things
};
enum HGRUNT_SENTENCE_TYPES
{
HGRUNT_SENT_NONE = -1,
HGRUNT_SENT_GREN = 0,
HGRUNT_SENT_ALERT,
HGRUNT_SENT_MONSTER,
HGRUNT_SENT_COVER,
HGRUNT_SENT_THROW,
HGRUNT_SENT_CHARGE,
HGRUNT_SENT_TAUNT,
};
//=========================================================
// 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 CHGrunt::SpeakSentence()
{
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 CHGrunt::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 CHGrunt::GibMonster()
{
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_shotgun", 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 CHGrunt::ISoundMask()
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
bool CHGrunt::FOkToSpeak()
{
// if someone else is talking, don't speak
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
return false;
if ((pev->spawnflags & SF_MONSTER_GAG) != 0)
{
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 CHGrunt::JustSpoke()
{
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 CHGrunt::PrescheduleThink()
{
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 CHGrunt::FCanCheckAttacks()
{
if (!HasConditions(bits_COND_ENEMY_TOOFAR))
{
return true;
}
else
{
return false;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
bool CHGrunt::CheckMeleeAttack1(float flDot, float flDist)
{
CBaseMonster* pEnemy = nullptr;
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 CHGrunt::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 CHGrunt::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 CHGrunt::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)) != 0)
{
// 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).
//=========================================================
bool CHGrunt::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 CHGrunt::SetYawSpeed()
{
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 CHGrunt::IdleSound()
{
if (FOkToSpeak() && (0 != g_fGruntQuestion || RANDOM_LONG(0, 1)))
{
if (0 == 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 CHGrunt::CheckAmmo()
{
if (m_cAmmoLoaded <= 0)
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHGrunt::Classify()
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
//=========================================================
CBaseEntity* CHGrunt::Kick()
{
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 CHGrunt::GetGunPosition()
{
if (m_fStanding)
{
return pev->origin + Vector(0, 0, 60);
}
else
{
return pev->origin + Vector(0, 0, 48);
}
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt::Shoot()
{
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_10DEGREES, 2048, BULLET_MONSTER_MP5); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--; // take away a bullet!
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt::Shotgun()
{
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_iShotgunShell, TE_BOUNCE_SHOTSHELL);
FireBullets(gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0); // shoot +-7.5 degrees
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 CHGrunt::HandleAnimEvent(MonsterEvent_t* pEvent)
{
Vector vecShootDir;
Vector vecShootOrigin;
switch (pEvent->event)
{
case HGRUNT_AE_DROP_GUN:
{
if (GetBodygroup(GUN_GROUP) != GUN_NONE)
{
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_shotgun", 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/sbarrel1.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();
}
}
break;
default:
CSquadMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/hgrunt.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)
{
// initialize to original values
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE;
// pev->weapons = HGRUNT_SHOTGUN;
// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
}
if (FBitSet(pev->weapons, HGRUNT_SHOTGUN))
{
SetBodygroup(GUN_GROUP, GUN_SHOTGUN);
m_cClipSize = 8;
}
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 CHGrunt::Precache()
{
PRECACHE_MODEL("models/hgrunt.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/sbarrel1.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 = 109 + RANDOM_LONG(0, 7);
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl"); // brass shell
m_iShotgunShell = PRECACHE_MODEL("models/shotgunshell.mdl");
}
//=========================================================
// start task
//=========================================================
void CHGrunt::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 CHGrunt::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 CHGrunt::PainSound()
{
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 CHGrunt::DeathSound()
{
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;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// GruntFail
//=========================================================
Task_t tlGruntFail[] =
{
{TASK_STOP_MOVING, 0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT, (float)2},
{TASK_WAIT_PVS, (float)0},
};
Schedule_t slGruntFail[] =
{
{tlGruntFail,
ARRAYSIZE(tlGruntFail),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
0,
"Grunt Fail"},
};
//=========================================================
// Grunt Combat Fail
//=========================================================
Task_t tlGruntCombatFail[] =
{
{TASK_STOP_MOVING, 0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT_FACE_ENEMY, (float)2},
{TASK_WAIT_PVS, (float)0},
};
Schedule_t slGruntCombatFail[] =
{
{tlGruntCombatFail,
ARRAYSIZE(tlGruntCombatFail),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Grunt Combat Fail"},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlGruntVictoryDance[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_FACE_ENEMY, (float)0},
{TASK_WAIT, (float)1.5},
{TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0},
{TASK_WALK_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE},
};
Schedule_t slGruntVictoryDance[] =
{
{tlGruntVictoryDance,
ARRAYSIZE(tlGruntVictoryDance),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"GruntVictoryDance"},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlGruntEstablishLineOfFire[] =
{
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL},
{TASK_GET_PATH_TO_ENEMY, (float)0},
{TASK_GRUNT_SPEAK_SENTENCE, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
};
Schedule_t slGruntEstablishLineOfFire[] =
{
{tlGruntEstablishLineOfFire,
ARRAYSIZE(tlGruntEstablishLineOfFire),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntEstablishLineOfFire"},
};
//=========================================================
// GruntFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlGruntFoundEnemy[] =
{
{TASK_STOP_MOVING, 0},
{TASK_FACE_ENEMY, (float)0},
{TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL1},
};
Schedule_t slGruntFoundEnemy[] =
{
{tlGruntFoundEnemy,
ARRAYSIZE(tlGruntFoundEnemy),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntFoundEnemy"},
};
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlGruntCombatFace1[] =
{
{TASK_STOP_MOVING, 0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_FACE_ENEMY, (float)0},
{TASK_WAIT, (float)1.5},
{TASK_SET_SCHEDULE, (float)SCHED_GRUNT_SWEEP},
};
Schedule_t slGruntCombatFace[] =
{
{tlGruntCombatFace1,
ARRAYSIZE(tlGruntCombatFace1),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Combat Face"},
};
//=========================================================
// Suppressing fire - don't stop shooting until the clip is
// empty or grunt gets hurt.
//=========================================================
Task_t tlGruntSignalSuppress[] =
{
{TASK_STOP_MOVING, 0},
{TASK_FACE_IDEAL, (float)0},
{TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
};
Schedule_t slGruntSignalSuppress[] =
{
{tlGruntSignalSuppress,
ARRAYSIZE(tlGruntSignalSuppress),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"},
};
Task_t tlGruntSuppress[] =
{
{TASK_STOP_MOVING, 0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
};
Schedule_t slGruntSuppress[] =
{
{tlGruntSuppress,
ARRAYSIZE(tlGruntSuppress),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Suppress"},
};
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlGruntWaitInCover[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT_FACE_ENEMY, (float)1},
};
Schedule_t slGruntWaitInCover[] =
{
{tlGruntWaitInCover,
ARRAYSIZE(tlGruntWaitInCover),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2,
bits_SOUND_DANGER,
"GruntWaitInCover"},
};
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlGruntTakeCover1[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED},
{TASK_WAIT, (float)0.2},
{TASK_FIND_COVER_FROM_ENEMY, (float)0},
{TASK_GRUNT_SPEAK_SENTENCE, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY},
};
Schedule_t slGruntTakeCover[] =
{
{tlGruntTakeCover1,
ARRAYSIZE(tlGruntTakeCover1),
0,
0,
"TakeCover"},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntGrenadeCover1[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FIND_COVER_FROM_ENEMY, (float)99},
{TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384},
{TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1},
{TASK_CLEAR_MOVE_WAIT, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY},
};
Schedule_t slGruntGrenadeCover[] =
{
{tlGruntGrenadeCover1,
ARRAYSIZE(tlGruntGrenadeCover1),
0,
0,
"GrenadeCover"},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntTossGrenadeCover1[] =
{
{TASK_FACE_ENEMY, (float)0},
{TASK_RANGE_ATTACK2, (float)0},
{TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY},
};
Schedule_t slGruntTossGrenadeCover[] =
{
{tlGruntTossGrenadeCover1,
ARRAYSIZE(tlGruntTossGrenadeCover1),
0,
0,
"TossGrenadeCover"},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlGruntTakeCoverFromBestSound[] =
{
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER}, // duck and cover if cannot move from explosion
{TASK_STOP_MOVING, (float)0},
{TASK_FIND_COVER_FROM_BEST_SOUND, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_TURN_LEFT, (float)179},
};
Schedule_t slGruntTakeCoverFromBestSound[] =
{
{tlGruntTakeCoverFromBestSound,
ARRAYSIZE(tlGruntTakeCoverFromBestSound),
0,
0,
"GruntTakeCoverFromBestSound"},
};
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlGruntHideReload[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD},
{TASK_FIND_COVER_FROM_ENEMY, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_REMEMBER, (float)bits_MEMORY_INCOVER},
{TASK_FACE_ENEMY, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_RELOAD},
};
Schedule_t slGruntHideReload[] =
{
{tlGruntHideReload,
ARRAYSIZE(tlGruntHideReload),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntHideReload"}};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlGruntSweep[] =
{
{TASK_TURN_LEFT, (float)179},
{TASK_WAIT, (float)1},
{TASK_TURN_LEFT, (float)179},
{TASK_WAIT, (float)1},
};
Schedule_t slGruntSweep[] =
{
{tlGruntSweep,
ARRAYSIZE(tlGruntSweep),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_HEAR_SOUND,
bits_SOUND_WORLD | // sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER,
"Grunt Sweep"},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlGruntRangeAttack1A[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
};
Schedule_t slGruntRangeAttack1A[] =
{
{tlGruntRangeAttack1A,
ARRAYSIZE(tlGruntRangeAttack1A),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"Range Attack1A"},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlGruntRangeAttack1B[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_IDLE_ANGRY},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_GRUNT_CHECK_FIRE, (float)0},
{TASK_RANGE_ATTACK1, (float)0},
};
Schedule_t slGruntRangeAttack1B[] =
{
{tlGruntRangeAttack1B,
ARRAYSIZE(tlGruntRangeAttack1B),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_GRUNT_NOFIRE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1B"},
};
//=========================================================
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlGruntRangeAttack2[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_GRUNT_FACE_TOSS_DIR, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2},
{TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY}, // don't run immediately after throwing grenade.
};
Schedule_t slGruntRangeAttack2[] =
{
{tlGruntRangeAttack2,
ARRAYSIZE(tlGruntRangeAttack2),
0,
0,
"RangeAttack2"},
};
//=========================================================
// repel
//=========================================================
Task_t tlGruntRepel[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FACE_IDEAL, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_GLIDE},
};
Schedule_t slGruntRepel[] =
{
{tlGruntRepel,
ARRAYSIZE(tlGruntRepel),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel"},
};
//=========================================================
// repel
//=========================================================
Task_t tlGruntRepelAttack[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_FACE_ENEMY, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_FLY},
};
Schedule_t slGruntRepelAttack[] =
{
{tlGruntRepelAttack,
ARRAYSIZE(tlGruntRepelAttack),
bits_COND_ENEMY_OCCLUDED,
0,
"Repel Attack"},
};
//=========================================================
// repel land
//=========================================================
Task_t tlGruntRepelLand[] =
{
{TASK_STOP_MOVING, (float)0},
{TASK_PLAY_SEQUENCE, (float)ACT_LAND},
{TASK_GET_PATH_TO_LASTPOSITION, (float)0},
{TASK_RUN_PATH, (float)0},
{TASK_WAIT_FOR_MOVEMENT, (float)0},
{TASK_CLEAR_LASTPOSITION, (float)0},
};
Schedule_t slGruntRepelLand[] =
{
{tlGruntRepelLand,
ARRAYSIZE(tlGruntRepelLand),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER,
"Repel Land"},
};
DEFINE_CUSTOM_SCHEDULES(CHGrunt){
slGruntFail,
slGruntCombatFail,
slGruntVictoryDance,
slGruntEstablishLineOfFire,
slGruntFoundEnemy,
slGruntCombatFace,
slGruntSignalSuppress,
slGruntSuppress,
slGruntWaitInCover,
slGruntTakeCover,
slGruntGrenadeCover,
slGruntTossGrenadeCover,
slGruntTakeCoverFromBestSound,
slGruntHideReload,
slGruntSweep,
slGruntRangeAttack1A,
slGruntRangeAttack1B,
slGruntRangeAttack2,
slGruntRepel,
slGruntRepelAttack,
slGruntRepelLand,
};
IMPLEMENT_CUSTOM_SCHEDULES(CHGrunt, CSquadMonster);
//=========================================================
// SetActivity
//=========================================================
void CHGrunt::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) != 0)
{
// 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* CHGrunt::GetSchedule()
{
// 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) != 0)
{
// 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) != 0)
{
// 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* CHGrunt::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);
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CHGruntRepel : public CBaseMonster
{
public:
void Spawn() override;
void Precache() override;
void EXPORT RepelUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
int m_iSpriteTexture; // Don't save, precache
};
LINK_ENTITY_TO_CLASS(monster_grunt_repel, CHGruntRepel);
void CHGruntRepel::Spawn()
{
Precache();
pev->solid = SOLID_NOT;
SetUse(&CHGruntRepel::RepelUse);
}
void CHGruntRepel::Precache()
{
UTIL_PrecacheOther("monster_human_grunt");
m_iSpriteTexture = PRECACHE_MODEL("sprites/rope.spr");
}
void CHGruntRepel::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_human_grunt", 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(&CBeam::SUB_Remove);
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5;
UTIL_Remove(this);
}
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CDeadHGrunt : public CBaseMonster
{
public:
void Spawn() override;
int Classify() override { return CLASS_HUMAN_MILITARY; }
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* CDeadHGrunt::m_szPoses[] = {"deadstomach", "deadside", "deadsitting"};
bool CDeadHGrunt::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
return true;
}
return CBaseMonster::KeyValue(pkvd);
}
LINK_ENTITY_TO_CLASS(monster_hgrunt_dead, CDeadHGrunt);
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadHGrunt::Spawn()
{
PRECACHE_MODEL("models/hgrunt.mdl");
SET_MODEL(ENT(pev), "models/hgrunt.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();
}