reorder folders
This commit is contained in:
909
src/dlls/hassassin.cpp
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909
src/dlls/hassassin.cpp
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/***
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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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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//=========================================================
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// hassassin - Human assassin, fast and stealthy
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cmbase.h"
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#include "cmbasemonster.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "weapons.h"
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum
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{
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SCHED_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1,// cover was blown.
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SCHED_ASSASSIN_JUMP, // fly through the air
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SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
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SCHED_ASSASSIN_JUMP_LAND, // hit and run away
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};
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1, // falling and waiting to hit ground
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ASSASSIN_AE_SHOOT1 1
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#define ASSASSIN_AE_TOSS1 2
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#define ASSASSIN_AE_JUMP 3
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#define bits_MEMORY_BADJUMP (bits_MEMORY_CUSTOM1)
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//=========================================================
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// DieSound
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//=========================================================
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void CMHAssassin :: DeathSound ( void )
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{
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CMHAssassin :: IdleSound ( void )
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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 CMHAssassin :: ISoundMask ( void)
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{
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return 0;
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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 CMHAssassin :: Classify ( void )
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{
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return CLASS_HUMAN_MILITARY;
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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 CMHAssassin :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 360;
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break;
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default:
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ys = 360;
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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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// Shoot
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//=========================================================
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void CMHAssassin :: Shoot ( void )
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{
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if (m_hEnemy == NULL)
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{
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return;
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}
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Vector vecShootOrigin = GetGunPosition();
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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if (m_flLastShot + 2 < gpGlobals->time)
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{
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m_flDiviation = 0.10;
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}
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else
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{
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m_flDiviation -= 0.01;
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if (m_flDiviation < 0.02)
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m_flDiviation = 0.02;
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}
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m_flLastShot = gpGlobals->time;
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UTIL_MakeVectors ( pev->angles );
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
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EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
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FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees
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switch(RANDOM_LONG(0,1))
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
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break;
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}
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pev->effects |= EF_MUZZLEFLASH;
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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m_cAmmoLoaded--;
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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 CMHAssassin :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ASSASSIN_AE_SHOOT1:
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Shoot( );
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break;
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case ASSASSIN_AE_TOSS1:
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{
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UTIL_MakeVectors( pev->angles );
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CMGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 2.0 );
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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m_fThrowGrenade = FALSE;
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// !!!LATER - when in a group, only try to throw grenade if ordered.
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}
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break;
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case ASSASSIN_AE_JUMP:
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{
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// ALERT( at_console, "jumping");
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UTIL_MakeAimVectors( pev->angles );
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pev->movetype = MOVETYPE_TOSS;
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pev->flags &= ~FL_ONGROUND;
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pev->velocity = m_vecJumpVelocity;
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m_flNextJump = gpGlobals->time + 3.0;
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}
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return;
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default:
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CMBaseMonster::HandleAnimEvent( pEvent );
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break;
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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 CMHAssassin :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/hassassin.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->effects = 0;
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pev->health = gSkillData.hassassinHealth;
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP;
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pev->friction = 1;
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m_HackedGunPos = Vector( 0, 24, 48 );
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m_iTargetRanderamt = 20;
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pev->renderamt = 20;
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pev->rendermode = kRenderTransTexture;
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MonsterInit();
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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 CMHAssassin :: Precache()
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{
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PRECACHE_MODEL("models/hassassin.mdl");
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PRECACHE_SOUND("weapons/pl_gun1.wav");
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PRECACHE_SOUND("weapons/pl_gun2.wav");
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PRECACHE_SOUND("debris/beamstart1.wav");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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//=========================================================
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// Fail Schedule
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//=========================================================
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Task_t tlAssassinFail[] =
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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_FACE_ENEMY, (float)2 },
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// { TASK_WAIT_PVS, (float)0 },
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{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
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};
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Schedule_t slAssassinFail[] =
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{
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{
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tlAssassinFail,
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ARRAYSIZE ( tlAssassinFail ),
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_PROVOKED |
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bits_COND_CAN_RANGE_ATTACK1 |
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bits_COND_CAN_RANGE_ATTACK2 |
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bits_COND_CAN_MELEE_ATTACK1 |
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bits_COND_HEAR_SOUND,
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0,
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"AssassinFail"
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},
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};
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//=========================================================
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// Enemy exposed Agrunt's cover
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//=========================================================
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Task_t tlAssassinExposed[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP },
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{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
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};
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Schedule_t slAssassinExposed[] =
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{
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{
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tlAssassinExposed,
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ARRAYSIZE ( tlAssassinExposed ),
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bits_COND_CAN_MELEE_ATTACK1,
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0,
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"AssassinExposed",
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},
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};
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//=========================================================
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// Take cover from enemy! Tries lateral cover before node
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// cover!
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//=========================================================
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Task_t tlAssassinTakeCoverFromEnemy[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_WAIT, (float)0.2 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
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{ TASK_FACE_ENEMY, (float)0 },
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};
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Schedule_t slAssassinTakeCoverFromEnemy[] =
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{
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{
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tlAssassinTakeCoverFromEnemy,
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ARRAYSIZE ( tlAssassinTakeCoverFromEnemy ),
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bits_COND_NEW_ENEMY |
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bits_COND_CAN_MELEE_ATTACK1 |
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bits_COND_HEAR_SOUND,
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0,
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"AssassinTakeCoverFromEnemy"
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},
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};
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//=========================================================
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// Take cover from enemy! Tries lateral cover before node
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// cover!
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//=========================================================
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Task_t tlAssassinTakeCoverFromEnemy2[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_WAIT, (float)0.2 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 },
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{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
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{ TASK_FACE_ENEMY, (float)0 },
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};
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Schedule_t slAssassinTakeCoverFromEnemy2[] =
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{
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{
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tlAssassinTakeCoverFromEnemy2,
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ARRAYSIZE ( tlAssassinTakeCoverFromEnemy2 ),
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bits_COND_NEW_ENEMY |
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bits_COND_CAN_MELEE_ATTACK2 |
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bits_COND_HEAR_SOUND,
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0,
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"AssassinTakeCoverFromEnemy2"
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},
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};
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//=========================================================
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// hide from the loudest sound source
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//=========================================================
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Task_t tlAssassinTakeCoverFromBestSound[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
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{ TASK_TURN_LEFT, (float)179 },
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};
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Schedule_t slAssassinTakeCoverFromBestSound[] =
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{
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{
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tlAssassinTakeCoverFromBestSound,
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ARRAYSIZE ( tlAssassinTakeCoverFromBestSound ),
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bits_COND_NEW_ENEMY,
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0,
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"AssassinTakeCoverFromBestSound"
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},
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};
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//=========================================================
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// AlertIdle Schedules
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//=========================================================
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Task_t tlAssassinHide[] =
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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 },
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{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
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};
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Schedule_t slAssassinHide[] =
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||||
{
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{
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tlAssassinHide,
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ARRAYSIZE ( tlAssassinHide ),
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bits_COND_NEW_ENEMY |
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bits_COND_SEE_ENEMY |
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bits_COND_SEE_FEAR |
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bits_COND_LIGHT_DAMAGE |
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||||
bits_COND_HEAVY_DAMAGE |
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||||
bits_COND_PROVOKED |
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bits_COND_HEAR_SOUND,
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0,
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"AssassinHide"
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||||
},
|
||||
};
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
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// HUNT Schedules
|
||||
//=========================================================
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Task_t tlAssassinHunt[] =
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{
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{ TASK_GET_PATH_TO_ENEMY, (float)0 },
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{ TASK_RUN_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
|
||||
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Schedule_t slAssassinHunt[] =
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||||
{
|
||||
{
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tlAssassinHunt,
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ARRAYSIZE ( tlAssassinHunt ),
|
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bits_COND_NEW_ENEMY |
|
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// bits_COND_SEE_ENEMY |
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bits_COND_CAN_RANGE_ATTACK1 |
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bits_COND_HEAR_SOUND,
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0,
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||||
"AssassinHunt"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Jumping Schedules
|
||||
//=========================================================
|
||||
Task_t tlAssassinJump[] =
|
||||
{
|
||||
{ TASK_STOP_MOVING, (float)0 },
|
||||
{ TASK_PLAY_SEQUENCE, (float)ACT_HOP },
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinJump[] =
|
||||
{
|
||||
{
|
||||
tlAssassinJump,
|
||||
ARRAYSIZE ( tlAssassinJump ),
|
||||
0,
|
||||
0,
|
||||
"AssassinJump"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// repel
|
||||
//=========================================================
|
||||
Task_t tlAssassinJumpAttack[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND },
|
||||
// { TASK_SET_ACTIVITY, (float)ACT_FLY },
|
||||
{ TASK_ASSASSIN_FALL_TO_GROUND, (float)0 },
|
||||
};
|
||||
|
||||
|
||||
Schedule_t slAssassinJumpAttack[] =
|
||||
{
|
||||
{
|
||||
tlAssassinJumpAttack,
|
||||
ARRAYSIZE ( tlAssassinJumpAttack ),
|
||||
0,
|
||||
0,
|
||||
"AssassinJumpAttack"
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// repel
|
||||
//=========================================================
|
||||
Task_t tlAssassinJumpLand[] =
|
||||
{
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED },
|
||||
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
|
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_BADJUMP },
|
||||
{ TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0 },
|
||||
{ TASK_RUN_PATH, (float)0 },
|
||||
{ TASK_FORGET, (float)bits_MEMORY_BADJUMP },
|
||||
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
||||
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
|
||||
{ TASK_FACE_ENEMY, (float)0 },
|
||||
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
|
||||
};
|
||||
|
||||
Schedule_t slAssassinJumpLand[] =
|
||||
{
|
||||
{
|
||||
tlAssassinJumpLand,
|
||||
ARRAYSIZE ( tlAssassinJumpLand ),
|
||||
0,
|
||||
0,
|
||||
"AssassinJumpLand"
|
||||
},
|
||||
};
|
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CMHAssassin )
|
||||
{
|
||||
slAssassinFail,
|
||||
slAssassinExposed,
|
||||
slAssassinTakeCoverFromEnemy,
|
||||
slAssassinTakeCoverFromEnemy2,
|
||||
slAssassinTakeCoverFromBestSound,
|
||||
slAssassinHide,
|
||||
slAssassinHunt,
|
||||
slAssassinJump,
|
||||
slAssassinJumpAttack,
|
||||
slAssassinJumpLand,
|
||||
};
|
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CMHAssassin, CMBaseMonster );
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CheckMeleeAttack1 - jump like crazy if the enemy gets too close.
|
||||
//=========================================================
|
||||
BOOL CMHAssassin :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( m_flNextJump < gpGlobals->time && (flDist <= 128 || HasMemory( bits_MEMORY_BADJUMP )) && m_hEnemy != NULL )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector vecDest = pev->origin + Vector( RANDOM_FLOAT( -64, 64), RANDOM_FLOAT( -64, 64 ), 160 );
|
||||
|
||||
UTIL_TraceHull( pev->origin + Vector( 0, 0, 36 ), vecDest + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, ENT(pev), &tr);
|
||||
|
||||
if ( tr.fStartSolid || tr.flFraction < 1.0)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
float flGravity = g_psv_gravity->value;
|
||||
|
||||
float time = sqrt( 160 / (0.5 * flGravity));
|
||||
float speed = flGravity * time / 160;
|
||||
m_vecJumpVelocity = (vecDest - pev->origin) * speed;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack1 - drop a cap in their ass
|
||||
//
|
||||
//=========================================================
|
||||
BOOL CMHAssassin :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
Vector vecSrc = GetGunPosition();
|
||||
|
||||
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||||
UTIL_TraceLine( vecSrc, UTIL_BodyTarget(m_hEnemy, vecSrc), dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
if ( tr.flFraction == 1 || tr.pHit == m_hEnemy )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close.
|
||||
//=========================================================
|
||||
BOOL CMHAssassin :: CheckRangeAttack2 ( float flDot, float flDist )
|
||||
{
|
||||
m_fThrowGrenade = FALSE;
|
||||
if ( !FBitSet ( m_hEnemy->v.flags, FL_ONGROUND ) )
|
||||
{
|
||||
// don't throw grenades at anything that isn't on the ground!
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// don't get grenade happy unless the player starts to piss you off
|
||||
if ( m_iFrustration <= 2)
|
||||
return FALSE;
|
||||
|
||||
if ( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
|
||||
{
|
||||
Vector vecToss = VecCheckThrow( pev, GetGunPosition( ), UTIL_BodyTarget(m_hEnemy, g_vecZero), flDist, 0.5 ); // use dist as speed to get there in 1 second
|
||||
|
||||
if ( vecToss != g_vecZero )
|
||||
{
|
||||
m_vecTossVelocity = vecToss;
|
||||
|
||||
// throw a hand grenade
|
||||
m_fThrowGrenade = TRUE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// RunAI
|
||||
//=========================================================
|
||||
void CMHAssassin :: RunAI( void )
|
||||
{
|
||||
CMBaseMonster :: RunAI();
|
||||
|
||||
// always visible if moving
|
||||
// always visible is not on hard
|
||||
if (m_hEnemy == NULL || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || !(pev->flags & FL_ONGROUND))
|
||||
m_iTargetRanderamt = 255;
|
||||
|
||||
if (pev->renderamt > m_iTargetRanderamt)
|
||||
{
|
||||
if (pev->renderamt == 255)
|
||||
{
|
||||
EMIT_SOUND (ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM );
|
||||
}
|
||||
|
||||
pev->renderamt = max( pev->renderamt - 50, m_iTargetRanderamt );
|
||||
pev->rendermode = kRenderTransTexture;
|
||||
}
|
||||
else if (pev->renderamt < m_iTargetRanderamt)
|
||||
{
|
||||
pev->renderamt = min( pev->renderamt + 50, m_iTargetRanderamt );
|
||||
if (pev->renderamt == 255)
|
||||
pev->rendermode = kRenderNormal;
|
||||
}
|
||||
|
||||
if (m_Activity == ACT_RUN || m_Activity == ACT_WALK)
|
||||
{
|
||||
static int iStep = 0;
|
||||
iStep = ! iStep;
|
||||
if (iStep)
|
||||
{
|
||||
switch( RANDOM_LONG( 0, 3 ) )
|
||||
{
|
||||
case 0: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM); break;
|
||||
case 3: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// StartTask
|
||||
//=========================================================
|
||||
void CMHAssassin :: StartTask ( Task_t *pTask )
|
||||
{
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_RANGE_ATTACK2:
|
||||
if (!m_fThrowGrenade)
|
||||
{
|
||||
TaskComplete( );
|
||||
}
|
||||
else
|
||||
{
|
||||
CMBaseMonster :: StartTask ( pTask );
|
||||
}
|
||||
break;
|
||||
case TASK_ASSASSIN_FALL_TO_GROUND:
|
||||
break;
|
||||
default:
|
||||
CMBaseMonster :: StartTask ( pTask );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// RunTask
|
||||
//=========================================================
|
||||
void CMHAssassin :: RunTask ( Task_t *pTask )
|
||||
{
|
||||
switch ( pTask->iTask )
|
||||
{
|
||||
case TASK_ASSASSIN_FALL_TO_GROUND:
|
||||
MakeIdealYaw( m_vecEnemyLKP );
|
||||
ChangeYaw( pev->yaw_speed );
|
||||
|
||||
if (m_fSequenceFinished)
|
||||
{
|
||||
if (pev->velocity.z > 0)
|
||||
{
|
||||
pev->sequence = LookupSequence( "fly_up" );
|
||||
}
|
||||
else if (HasConditions ( bits_COND_SEE_ENEMY ))
|
||||
{
|
||||
pev->sequence = LookupSequence( "fly_attack" );
|
||||
pev->frame = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->sequence = LookupSequence( "fly_down" );
|
||||
pev->frame = 0;
|
||||
}
|
||||
|
||||
ResetSequenceInfo( );
|
||||
SetYawSpeed();
|
||||
}
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// ALERT( at_console, "on ground\n");
|
||||
TaskComplete( );
|
||||
}
|
||||
break;
|
||||
default:
|
||||
CMBaseMonster :: RunTask ( pTask );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// 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 *CMHAssassin :: GetSchedule ( void )
|
||||
{
|
||||
switch ( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_IDLE:
|
||||
case MONSTERSTATE_ALERT:
|
||||
{
|
||||
}
|
||||
break;
|
||||
|
||||
case MONSTERSTATE_COMBAT:
|
||||
{
|
||||
// dead enemy
|
||||
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CMBaseMonster :: GetSchedule();
|
||||
}
|
||||
|
||||
// flying?
|
||||
if ( pev->movetype == MOVETYPE_TOSS)
|
||||
{
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// ALERT( at_console, "landed\n");
|
||||
// just landed
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_LAND );
|
||||
}
|
||||
else
|
||||
{
|
||||
// ALERT( at_console, "jump\n");
|
||||
// jump or jump/shoot
|
||||
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP );
|
||||
else
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_ATTACK );
|
||||
}
|
||||
}
|
||||
|
||||
if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
|
||||
{
|
||||
m_iFrustration++;
|
||||
}
|
||||
if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) )
|
||||
{
|
||||
m_iFrustration++;
|
||||
}
|
||||
|
||||
// jump player!
|
||||
if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
// ALERT( at_console, "melee attack 1\n");
|
||||
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
|
||||
}
|
||||
|
||||
// throw grenade
|
||||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
|
||||
{
|
||||
// ALERT( at_console, "range attack 2\n");
|
||||
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 );
|
||||
}
|
||||
|
||||
// spotted
|
||||
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
||||
{
|
||||
// ALERT( at_console, "exposed\n");
|
||||
m_iFrustration++;
|
||||
return GetScheduleOfType ( SCHED_ASSASSIN_EXPOSED );
|
||||
}
|
||||
|
||||
// can attack
|
||||
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
// ALERT( at_console, "range attack 1\n");
|
||||
m_iFrustration = 0;
|
||||
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
|
||||
}
|
||||
|
||||
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
||||
{
|
||||
// ALERT( at_console, "face\n");
|
||||
return GetScheduleOfType ( SCHED_COMBAT_FACE );
|
||||
}
|
||||
|
||||
// new enemy
|
||||
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
|
||||
{
|
||||
// ALERT( at_console, "take cover\n");
|
||||
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
|
||||
// ALERT( at_console, "stand\n");
|
||||
return GetScheduleOfType ( SCHED_ALERT_STAND );
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return CMBaseMonster :: GetSchedule();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
Schedule_t* CMHAssassin :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
// ALERT( at_console, "%d\n", m_iFrustration );
|
||||
switch ( Type )
|
||||
{
|
||||
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||||
if (pev->health > 30)
|
||||
return slAssassinTakeCoverFromEnemy;
|
||||
else
|
||||
return slAssassinTakeCoverFromEnemy2;
|
||||
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||||
return slAssassinTakeCoverFromBestSound;
|
||||
case SCHED_ASSASSIN_EXPOSED:
|
||||
return slAssassinExposed;
|
||||
case SCHED_FAIL:
|
||||
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||||
return slAssassinFail;
|
||||
break;
|
||||
case SCHED_ALERT_STAND:
|
||||
if (m_MonsterState == MONSTERSTATE_COMBAT)
|
||||
return slAssassinHide;
|
||||
break;
|
||||
case SCHED_CHASE_ENEMY:
|
||||
return slAssassinHunt;
|
||||
case SCHED_MELEE_ATTACK1:
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
if (m_flNextJump > gpGlobals->time)
|
||||
{
|
||||
// can't jump yet, go ahead and fail
|
||||
return slAssassinFail;
|
||||
}
|
||||
else
|
||||
{
|
||||
return slAssassinJump;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return slAssassinJumpAttack;
|
||||
}
|
||||
case SCHED_ASSASSIN_JUMP:
|
||||
case SCHED_ASSASSIN_JUMP_ATTACK:
|
||||
return slAssassinJumpAttack;
|
||||
case SCHED_ASSASSIN_JUMP_LAND:
|
||||
return slAssassinJumpLand;
|
||||
}
|
||||
|
||||
return CMBaseMonster :: GetScheduleOfType( Type );
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user