Files
monstermod-redo-repo-copy/src/dlls/hassassin.cpp
Giegue bfa59a2419 Fix Male Assassin unable to use the Sniper Rifle.
Partially fixed the Stukabat being unable to move when target is unreachable.
Removed zombie/gonome bullet resistance.
Add Global Model Replacement and Global Sound Replacement.
Update Tier milestones.
2023-04-21 20:55:47 -03:00

922 lines
24 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.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
//=========================================================
// hassassin - Human assassin, fast and stealthy
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "weapons.h"
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1,// cover was blown.
SCHED_ASSASSIN_JUMP, // fly through the air
SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot
SCHED_ASSASSIN_JUMP_LAND, // hit and run away
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1, // falling and waiting to hit ground
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ASSASSIN_AE_SHOOT1 1
#define ASSASSIN_AE_TOSS1 2
#define ASSASSIN_AE_JUMP 3
#define bits_MEMORY_BADJUMP (bits_MEMORY_CUSTOM1)
//=========================================================
// DieSound
//=========================================================
void CMHAssassin :: DeathSound ( void )
{
}
//=========================================================
// IdleSound
//=========================================================
void CMHAssassin :: IdleSound ( void )
{
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CMHAssassin :: ISoundMask ( void)
{
return 0;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMHAssassin :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CMHAssassin :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 360;
break;
default:
ys = 360;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// Shoot
//=========================================================
void CMHAssassin :: Shoot ( void )
{
if (m_hEnemy == NULL)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
if (m_flLastShot + 2 < gpGlobals->time)
{
m_flDiviation = 0.10;
}
else
{
m_flDiviation -= 0.01;
if (m_flDiviation < 0.02)
m_flDiviation = 0.02;
}
m_flLastShot = gpGlobals->time;
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 ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees
switch(RANDOM_LONG(0,1))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
break;
}
pev->effects |= EF_MUZZLEFLASH;
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
m_cAmmoLoaded--;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CMHAssassin :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case ASSASSIN_AE_SHOOT1:
Shoot( );
break;
case ASSASSIN_AE_TOSS1:
{
UTIL_MakeVectors( pev->angles );
CMGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 2.0 );
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_fThrowGrenade = FALSE;
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
case ASSASSIN_AE_JUMP:
{
// ALERT( at_console, "jumping");
UTIL_MakeAimVectors( pev->angles );
pev->movetype = MOVETYPE_TOSS;
pev->flags &= ~FL_ONGROUND;
pev->velocity = m_vecJumpVelocity;
m_flNextJump = gpGlobals->time + 3.0;
}
return;
default:
CMBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMHAssassin :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/hassassin.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.hassassinHealth;
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP;
pev->friction = 1;
m_HackedGunPos = Vector( 0, 24, 48 );
m_iTargetRanderamt = 20;
pev->renderamt = 20;
pev->rendermode = kRenderTransTexture;
MonsterInit();
pev->classname = MAKE_STRING( "monster_human_assassin" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Female Assassin" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMHAssassin :: Precache()
{
PRECACHE_MODEL("models/hassassin.mdl");
PRECACHE_SOUND("weapons/pl_gun1.wav");
PRECACHE_SOUND("weapons/pl_gun2.wav");
PRECACHE_SOUND("debris/beamstart1.wav");
m_iShell = PRECACHE_MODELINDEX("models/shell.mdl");// brass shell
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// Fail Schedule
//=========================================================
Task_t tlAssassinFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
// { TASK_WAIT_PVS, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
};
Schedule_t slAssassinFail[] =
{
{
tlAssassinFail,
ARRAYSIZE ( tlAssassinFail ),
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND,
0,
"AssassinFail"
},
};
//=========================================================
// Enemy exposed Agrunt's cover
//=========================================================
Task_t tlAssassinExposed[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP },
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
};
Schedule_t slAssassinExposed[] =
{
{
tlAssassinExposed,
ARRAYSIZE ( tlAssassinExposed ),
bits_COND_CAN_MELEE_ATTACK1,
0,
"AssassinExposed",
},
};
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
Task_t tlAssassinTakeCoverFromEnemy[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.2 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },
{ 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 },
};
Schedule_t slAssassinTakeCoverFromEnemy[] =
{
{
tlAssassinTakeCoverFromEnemy,
ARRAYSIZE ( tlAssassinTakeCoverFromEnemy ),
bits_COND_NEW_ENEMY |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND,
0,
"AssassinTakeCoverFromEnemy"
},
};
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
Task_t tlAssassinTakeCoverFromEnemy2[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 },
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_FACE_ENEMY, (float)0 },
};
Schedule_t slAssassinTakeCoverFromEnemy2[] =
{
{
tlAssassinTakeCoverFromEnemy2,
ARRAYSIZE ( tlAssassinTakeCoverFromEnemy2 ),
bits_COND_NEW_ENEMY |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND,
0,
"AssassinTakeCoverFromEnemy2"
},
};
//=========================================================
// hide from the loudest sound source
//=========================================================
Task_t tlAssassinTakeCoverFromBestSound[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 },
{ 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 slAssassinTakeCoverFromBestSound[] =
{
{
tlAssassinTakeCoverFromBestSound,
ARRAYSIZE ( tlAssassinTakeCoverFromBestSound ),
bits_COND_NEW_ENEMY,
0,
"AssassinTakeCoverFromBestSound"
},
};
//=========================================================
// AlertIdle Schedules
//=========================================================
Task_t tlAssassinHide[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY },
};
Schedule_t slAssassinHide[] =
{
{
tlAssassinHide,
ARRAYSIZE ( tlAssassinHide ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
bits_COND_HEAR_SOUND,
0,
"AssassinHide"
},
};
//=========================================================
// HUNT Schedules
//=========================================================
Task_t tlAssassinHunt[] =
{
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slAssassinHunt[] =
{
{
tlAssassinHunt,
ARRAYSIZE ( tlAssassinHunt ),
bits_COND_NEW_ENEMY |
// bits_COND_SEE_ENEMY |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_HEAR_SOUND,
0,
"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