817 lines
23 KiB
C++
817 lines
23 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Heavy Weapons Grunt
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//=========================================================
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#include "extdll.h"
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#include "plane.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 "animation.h"
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#include "weapons.h"
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#include "cmtalkmonster.h"
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#include "effects.h"
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#include "customentity.h"
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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// Weapon flags
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#define HWGRUNT_MINIGUN 0
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#define GUN_GROUP 1
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// Gun values
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#define GUN_MINIGUN 0
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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_HWGRUNT_ESTABLISH_LINE_OF_FIRE = LAST_COMMON_SCHEDULE + 1,// move to a location to set up an attack against the enemy.
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SCHED_HWGRUNT_REPEL,
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SCHED_HWGRUNT_REPEL_LAND,
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SCHED_HWGRUNT_WAIT_FACE_ENEMY,
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SCHED_HWGRUNT_TAKECOVER_FAILED,// force analysis of conditions and pick the best possible schedule to recover from failure.
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SCHED_HWGRUNT_ELOF_FAIL,
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};
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//=========================================================
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// monster-specific conditions
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//=========================================================
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#define bits_MEMORY_HWGRUNT_SPINUP ( bits_MEMORY_CUSTOM1 )
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HWGRUNT_AE_DEATH ( 11 )
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#define HWGRUNT_AE_MINIGUN ( 5001 )
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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 CMHWGrunt::Classify(void)
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{
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if ( m_iClassifyOverride == -1 ) // helper
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return CLASS_NONE;
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else if ( m_iClassifyOverride > 0 )
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return m_iClassifyOverride; // override
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return CLASS_HUMAN_MILITARY;
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}
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//=========================================================
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// CheckRangeAttack1 - HWGrunt doesn't care about melee
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//=========================================================
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BOOL CMHWGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 )
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{
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TraceResult tr;
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Vector vecSrc = GetGunPosition();
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// verify that a bullet fired from the gun will hit the enemy before the world.
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UTIL_TraceLine( vecSrc, UTIL_BodyTarget(m_hEnemy, vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
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if ( tr.flFraction == 1.0 )
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{
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return TRUE;
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}
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack1 - HWGrunt does not kick
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//=========================================================
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BOOL CMHWGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
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{
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return FALSE;
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}
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//=========================================================
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// CheckRangeAttack2 - HWGrunt has no grenades
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//=========================================================
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BOOL CMHWGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
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{
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return FALSE;
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}
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//=========================================================
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// Shoot
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//=========================================================
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void CMHWGrunt::Minigun(void)
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{
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if (m_hEnemy == 0)
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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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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_12MM); // shoot +-5 degrees
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pev->effects |= EF_MUZZLEFLASH;
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// Minigunners have infinite ammo
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//m_cAmmoLoaded--;// take away a bullet!
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Vector angDir = UTIL_VecToAngles(vecShootDir);
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SetBlending(0, angDir.x);
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}
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//=========================================================
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// TraceAttack - hwgrunts do not wear helmets
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//=========================================================
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void CMHWGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
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}
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//=========================================================
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// TakeDamage - overridden for hwgrunts.
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// They are meant to be aggresive, never take cover.
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//=========================================================
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int CMHWGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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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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void CMHWGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case HWGRUNT_AE_DEATH:
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break; // don't get rid of gun
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case HWGRUNT_AE_MINIGUN:
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{
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// Sven Co-op uses a modified hassault/hw_gun4.wav for it's fire sound
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Minigun();
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// We don't want looping WAVs. Pick a different sound and change pitch on it
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG(-5,5));
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}
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break;
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default:
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CMHGrunt::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 CMHWGrunt::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/hwgrunt.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 = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.hwgruntHealth;
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m_flFieldOfView = 0.2;// 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_flNextGrenadeCheck = gpGlobals->time + 1;
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m_flNextPainTime = gpGlobals->time;
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//m_flMinigunSpinTime = 0; // be able to spin up/down minigun right away
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m_iSentence = -1;
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m_fStanding = TRUE;
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//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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//m_fEnemyEluded = FALSE;
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m_fFirstEncounter = FALSE;// false because hwgrunt does not send signals of any kind
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m_HackedGunPos = Vector(0, 0, 55);
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// Don't setup pev->weapons, always minigun if not specified
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/*
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if (FBitSet(pev->weapons, HWGRUNT_MINIGUN))
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{
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SetBodygroup(GUN_GROUP, GUN_MINIGUN);
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m_cClipSize = 1;
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}
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*/
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m_cAmmoLoaded = 99;
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m_cClipSize = 99;
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CMTalkMonster::g_talkWaitTime = 0;
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MonsterInit();
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pev->classname = MAKE_STRING( "monster_hwgrunt" );
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if ( strlen( STRING( m_szMonsterName ) ) == 0 )
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{
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// default name
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m_szMonsterName = MAKE_STRING( "Heavy Weapons Grunt" );
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}
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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 CMHWGrunt::Precache()
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{
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PRECACHE_MODEL("models/hwgrunt.mdl");
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PRECACHE_SOUND("hassault/hw_shoot1.wav");
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PRECACHE_SOUND("hassault/hw_spinup.wav");
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PRECACHE_SOUND("hassault/hw_spindown.wav");
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// get voice pitch
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if (RANDOM_LONG(0, 1))
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m_voicePitch = 102 + RANDOM_LONG(0, 7);
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else
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m_voicePitch = 93; // slight voice change for hwgrunt
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CMHGrunt hgrunt;
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hgrunt.Precache();
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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
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//=========================================================
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Task_t tlHWGruntFail[] =
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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_WAIT_PVS, (float)0 },
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};
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Schedule_t slHWGruntFail[] =
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{
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{
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tlHWGruntFail,
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ARRAYSIZE ( tlHWGruntFail ),
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bits_COND_CAN_RANGE_ATTACK1,
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0,
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"HWGrunt Fail"
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},
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};
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//=========================================================
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// Combat Fail
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//=========================================================
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Task_t tlHWGruntCombatFail[] =
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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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};
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Schedule_t slHWGruntCombatFail[] =
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{
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{
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tlHWGruntCombatFail,
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ARRAYSIZE ( tlHWGruntCombatFail ),
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bits_COND_CAN_RANGE_ATTACK1,
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0,
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"HWGrunt Combat Fail"
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},
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};
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//=========================================================
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// Not really victory dance
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//=========================================================
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Task_t tlHWGruntVictoryDance[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_WAIT, (float)1.5 },
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{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
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{ TASK_WALK_PATH, (float)0 },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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// { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
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};
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Schedule_t slHWGruntVictoryDance[] =
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{
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{
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tlHWGruntVictoryDance,
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ARRAYSIZE ( tlHWGruntVictoryDance ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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0,
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"HWGrunt Victory Dance"
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},
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};
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//=========================================================
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// Establish line of fire - move to a position that allows
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// the grunt to attack.
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//=========================================================
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Task_t tlHWGruntEstablishLineOfFire[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HWGRUNT_ELOF_FAIL },
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{ TASK_GET_PATH_TO_ENEMY, (float)0 },
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// { TASK_GRUNT_SPEAK_SENTENCE,(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 slHWGruntEstablishLineOfFire[] =
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{
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{
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tlHWGruntEstablishLineOfFire,
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ARRAYSIZE ( tlHWGruntEstablishLineOfFire ),
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bits_COND_NEW_ENEMY |
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bits_COND_ENEMY_DEAD |
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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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"HWGrunt Establish Line Of Fire"
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},
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};
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//=========================================================
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// wait in cover - we don't allow danger or the ability to
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// attack to break a grunt's run to cover schedule, but when
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// a grunt is in cover, we do want them to attack if they can.
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//=========================================================
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Task_t tlHWGruntWaitInCover[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT_FACE_ENEMY, (float)1 },
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};
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Schedule_t slHWGruntWaitInCover[] =
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{
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{
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tlHWGruntWaitInCover,
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ARRAYSIZE ( tlHWGruntWaitInCover ),
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bits_COND_NEW_ENEMY |
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bits_COND_HEAR_SOUND |
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bits_COND_CAN_RANGE_ATTACK1,
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0,
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"HWGrunt Wait In Cover"
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},
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};
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//=========================================================
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// run to cover.
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//=========================================================
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Task_t tlHWGruntTakeCover[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HWGRUNT_TAKECOVER_FAILED },
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{ TASK_WAIT, (float)0.2 },
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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// { TASK_GRUNT_SPEAK_SENTENCE, (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_SET_SCHEDULE, (float)SCHED_HWGRUNT_WAIT_FACE_ENEMY },
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};
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Schedule_t slHWGruntTakeCover[] =
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{
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{
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tlHWGruntTakeCover,
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ARRAYSIZE ( tlHWGruntTakeCover ),
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0,
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0,
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"HWGrunt Take Cover"
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},
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};
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//=========================================================
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// minigun spinup
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//=========================================================
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Task_t tlHWGruntMinigunSpinUp[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_THREAT_DISPLAY },
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{ TASK_WAIT_FACE_ENEMY, (float)1 },
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{ TASK_REMEMBER, (float)bits_MEMORY_HWGRUNT_SPINUP },
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};
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Schedule_t slHWGruntMinigunSpinUp[] =
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{
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{
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tlHWGruntMinigunSpinUp,
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ARRAYSIZE ( tlHWGruntMinigunSpinUp ),
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0, // nothing should interrupt this
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0,
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"HWGrunt Minigun Spin Up"
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},
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};
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//=========================================================
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// minigun attack
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//=========================================================
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Task_t tlHWGruntMinigunAttack[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_RANGE_ATTACK1 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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};
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Schedule_t slHWGruntMinigunAttack[] =
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{
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{
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tlHWGruntMinigunAttack,
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ARRAYSIZE ( tlHWGruntMinigunAttack ),
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bits_COND_NEW_ENEMY |
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bits_COND_ENEMY_DEAD |
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bits_COND_ENEMY_OCCLUDED |
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bits_COND_HEAR_SOUND,
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0,
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"HWGrunt Minigun Attack"
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},
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};
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//=========================================================
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// repel
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//=========================================================
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Task_t tlHWGruntRepel[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
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};
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Schedule_t slHWGruntRepel[] =
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{
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{
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tlHWGruntRepel,
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ARRAYSIZE ( tlHWGruntRepel ),
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bits_COND_SEE_ENEMY |
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
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0,
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"HWGrunt Repel"
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},
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};
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//=========================================================
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// repel land
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//=========================================================
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Task_t tlHWGruntRepelLand[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
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{ TASK_GET_PATH_TO_LASTPOSITION, (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_CLEAR_LASTPOSITION, (float)0 },
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};
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Schedule_t slHWGruntRepelLand[] =
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{
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{
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tlHWGruntRepelLand,
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ARRAYSIZE ( tlHWGruntRepelLand ),
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bits_COND_SEE_ENEMY |
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
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0,
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"HWGrunt Repel Land"
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},
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};
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//=========================================================
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// Chase enemy failure
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//=========================================================
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Task_t tlHWGruntChaseEnemyFailed[] =
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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_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_TURN_LEFT, (float)179 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_WAIT, (float)1 },
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};
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Schedule_t slHWGruntChaseEnemyFailed[] =
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{
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{
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tlHWGruntChaseEnemyFailed,
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ARRAYSIZE ( tlHWGruntChaseEnemyFailed ),
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bits_COND_NEW_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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"HWGrunt Chase Enemy Failed"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CMHWGrunt )
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{
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slHWGruntFail,
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slHWGruntCombatFail,
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slHWGruntVictoryDance,
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slHWGruntEstablishLineOfFire,
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slHWGruntWaitInCover,
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slHWGruntTakeCover,
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slHWGruntMinigunSpinUp,
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slHWGruntMinigunAttack,
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slHWGruntRepel,
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slHWGruntRepelLand,
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slHWGruntChaseEnemyFailed,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CMHWGrunt, CMBaseMonster );
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//=========================================================
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// SetActivity
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//=========================================================
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void CMHWGrunt :: SetActivity ( Activity NewActivity )
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{
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int iSequence = ACTIVITY_NOT_AVAILABLE;
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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switch ( NewActivity )
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{
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case ACT_RANGE_ATTACK1:
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iSequence = LookupSequence( "attack" );
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break;
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case ACT_RUN:
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iSequence = LookupSequence( "run" );
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break;
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case ACT_WALK:
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iSequence = LookupSequence( "creeping_walk" );
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break;
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default:
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iSequence = LookupActivity( NewActivity );
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break;
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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// Set to the desired anim, or default anim if the desired is not present
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if ( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if ( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo( );
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SetYawSpeed();
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}
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else
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{
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// Not available try to get default anim
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ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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}
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//=========================================================
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// Get Schedule!
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//=========================================================
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Schedule_t *CMHWGrunt :: GetSchedule( void )
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{
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// clear old sentence
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m_iSentence = -1; // we don't care about sounds for now.
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// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
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if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
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{
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if (pev->flags & FL_ONGROUND)
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{
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// just landed
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pev->movetype = MOVETYPE_STEP;
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return GetScheduleOfType ( SCHED_HWGRUNT_REPEL_LAND );
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}
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else
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{
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// can not attack while holding a minigun in rapel
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return GetScheduleOfType ( SCHED_HWGRUNT_REPEL );
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}
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}
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switch ( m_MonsterState )
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{
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case MONSTERSTATE_COMBAT:
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{
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// dead enemy
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if ( HasConditions( bits_COND_ENEMY_DEAD ) )
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{
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// was attacking, spin down
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if ( HasMemory( bits_MEMORY_HWGRUNT_SPINUP ) )
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{
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Forget( bits_MEMORY_HWGRUNT_SPINUP );
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "hassault/hw_spindown.wav", 0.8, ATTN_NORM);
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}
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// call base class, all code to handle dead enemies is centralized there.
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return CMBaseMonster :: GetSchedule();
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}
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// new enemy
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if ( HasConditions(bits_COND_NEW_ENEMY) )
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{
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// none of this should take place as CSquadMonster functions were completely stripped. -Giegue
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|
/*
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|
{
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|
{
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|
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
|
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// monster and has made it the squad's enemy. You
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// can check pev->flags for FL_CLIENT to determine whether this is the player
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// or a monster. He's going to immediately start
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// firing, though. If you'd like, we can make an alternate "first sight"
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// schedule where the leader plays a handsign anim
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// that gives us enough time to hear a short sentence or spoken command
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// before he starts pluggin away.
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if (FOkToSpeak())// && RANDOM_LONG(0,1))
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{
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if ((m_hEnemy != NULL) && UTIL_IsPlayer(m_hEnemy))
|
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// player
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SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
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|
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else if ((m_hEnemy != NULL) &&
|
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(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
|
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(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
|
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(m_hEnemy->Classify() != CLASS_MACHINE))
|
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// monster
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SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
|
|
|
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JustSpoke();
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}
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|
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if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
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|
{
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return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
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|
}
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|
else
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{
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return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
|
}
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|
}
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}
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*/
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|
}
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// damaged just a little
|
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
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{
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// we don't want the monster to take cover when hurt while attacking, clear this
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ClearConditions( bits_COND_LIGHT_DAMAGE );
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}
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// can shoot
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|
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
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{
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// can fire? shoot. destroy without a care
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return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
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}
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// can't see enemy
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else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
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{
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// do sound
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if ( HasMemory( bits_MEMORY_HWGRUNT_SPINUP ) )
|
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{
|
|
Forget( bits_MEMORY_HWGRUNT_SPINUP );
|
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "hassault/hw_spindown.wav", 0.8, ATTN_NORM);
|
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}
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|
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// then go kamikaze and chase the enemy
|
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return GetScheduleOfType( SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE );
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}
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|
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if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// no special cases here, call the base class
|
|
return CMBaseMonster :: GetSchedule();
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|
}
|
|
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|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t* CMHWGrunt :: GetScheduleOfType ( int Type )
|
|
{
|
|
switch ( Type )
|
|
{
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
{
|
|
return &slHWGruntTakeCover[ 0 ];
|
|
}
|
|
case SCHED_HWGRUNT_TAKECOVER_FAILED:
|
|
{
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
return GetScheduleOfType ( SCHED_FAIL );
|
|
}
|
|
break;
|
|
case SCHED_HWGRUNT_ELOF_FAIL:
|
|
{
|
|
// unable to move to a position that allows attacking the enemy.
|
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
break;
|
|
case SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
return &slHWGruntEstablishLineOfFire[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_RANGE_ATTACK1:
|
|
{
|
|
// minigun should spin up first
|
|
if ( !HasMemory( bits_MEMORY_HWGRUNT_SPINUP ) )
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hassault/hw_spinup.wav", 0.8, ATTN_NORM);
|
|
return &slHWGruntMinigunSpinUp[ 0 ];
|
|
}
|
|
else
|
|
return &slHWGruntMinigunAttack[ 0 ];
|
|
}
|
|
case SCHED_HWGRUNT_WAIT_FACE_ENEMY:
|
|
{
|
|
return &slHWGruntWaitInCover[ 0 ];
|
|
}
|
|
case SCHED_VICTORY_DANCE:
|
|
{
|
|
return &slHWGruntVictoryDance[ 0 ];
|
|
}
|
|
case SCHED_FAIL:
|
|
{
|
|
if ( m_hEnemy != NULL )
|
|
{
|
|
// has an enemy, so pick a different default fail schedule most likely to help recover.
|
|
return &slHWGruntCombatFail[ 0 ];
|
|
}
|
|
|
|
return &slHWGruntFail[ 0 ];
|
|
}
|
|
case SCHED_HWGRUNT_REPEL:
|
|
{
|
|
if (pev->velocity.z > -128)
|
|
pev->velocity.z -= 32;
|
|
return &slHWGruntRepel[ 0 ];
|
|
}
|
|
case SCHED_HWGRUNT_REPEL_LAND:
|
|
{
|
|
return &slHWGruntRepelLand[ 0 ];
|
|
}
|
|
case SCHED_CHASE_ENEMY_FAILED:
|
|
{
|
|
// add missing schedule from squadmonster.cpp
|
|
return &slHWGruntChaseEnemyFailed[ 0 ];
|
|
}
|
|
default:
|
|
{
|
|
return CMBaseMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
}
|
|
|