Files
monstermod-redo-repo-copy/src/dlls/hwgrunt.cpp
Giegue e1e2a48f89 Fix Alien Grunt's TraceAttack method.
Fix extra cfg file crashing the server.
Added custom blood color for monsters.
2023-04-24 13:17:49 -03:00

817 lines
23 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.
*
****/
//=========================================================
// Heavy Weapons Grunt
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "cmtalkmonster.h"
#include "effects.h"
#include "customentity.h"
//=========================================================
// monster-specific DEFINE's
//=========================================================
// Weapon flags
#define HWGRUNT_MINIGUN 0
#define GUN_GROUP 1
// Gun values
#define GUN_MINIGUN 0
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE = LAST_COMMON_SCHEDULE + 1,// move to a location to set up an attack against the enemy.
SCHED_HWGRUNT_REPEL,
SCHED_HWGRUNT_REPEL_LAND,
SCHED_HWGRUNT_WAIT_FACE_ENEMY,
SCHED_HWGRUNT_TAKECOVER_FAILED,// force analysis of conditions and pick the best possible schedule to recover from failure.
SCHED_HWGRUNT_ELOF_FAIL,
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_MEMORY_HWGRUNT_SPINUP ( bits_MEMORY_CUSTOM1 )
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HWGRUNT_AE_DEATH ( 11 )
#define HWGRUNT_AE_MINIGUN ( 5001 )
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMHWGrunt::Classify(void)
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// CheckRangeAttack1 - HWGrunt doesn't care about melee
//=========================================================
BOOL CMHWGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 )
{
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), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 )
{
return TRUE;
}
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack1 - HWGrunt does not kick
//=========================================================
BOOL CMHWGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - HWGrunt has no grenades
//=========================================================
BOOL CMHWGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// Shoot
//=========================================================
void CMHWGrunt::Minigun(void)
{
if (m_hEnemy == 0)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_12MM); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
// Minigunners have infinite ammo
//m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
}
//=========================================================
// TraceAttack - hwgrunts do not wear helmets
//=========================================================
void CMHWGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// TakeDamage - overridden for hwgrunts.
// They are meant to be aggresive, never take cover.
//=========================================================
int CMHWGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMHWGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case HWGRUNT_AE_DEATH:
break; // don't get rid of gun
case HWGRUNT_AE_MINIGUN:
{
// Sven Co-op uses a modified hassault/hw_gun4.wav for it's fire sound
Minigun();
// We don't want looping WAVs. Pick a different sound and change pitch on it
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG(-5,5));
}
break;
default:
CMHGrunt::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMHWGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/hwgrunt.mdl"));
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
pev->effects = 0;
pev->health = gSkillData.hwgruntHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
//m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
//m_flMinigunSpinTime = 0; // be able to spin up/down minigun right away
m_iSentence = -1;
m_fStanding = TRUE;
//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
//m_fEnemyEluded = FALSE;
m_fFirstEncounter = FALSE;// false because hwgrunt does not send signals of any kind
m_HackedGunPos = Vector(0, 0, 55);
// Don't setup pev->weapons, always minigun if not specified
/*
if (FBitSet(pev->weapons, HWGRUNT_MINIGUN))
{
SetBodygroup(GUN_GROUP, GUN_MINIGUN);
m_cClipSize = 1;
}
*/
m_cAmmoLoaded = 99;
m_cClipSize = 99;
CMTalkMonster::g_talkWaitTime = 0;
MonsterInit();
pev->classname = MAKE_STRING( "monster_hwgrunt" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Heavy Weapons Grunt" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMHWGrunt::Precache()
{
PRECACHE_MODEL("models/hwgrunt.mdl");
PRECACHE_SOUND("hassault/hw_shoot1.wav");
PRECACHE_SOUND("hassault/hw_spinup.wav");
PRECACHE_SOUND("hassault/hw_spindown.wav");
// get voice pitch
if (RANDOM_LONG(0, 1))
m_voicePitch = 102 + RANDOM_LONG(0, 7);
else
m_voicePitch = 93; // slight voice change for hwgrunt
CMHGrunt hgrunt;
hgrunt.Precache();
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// Fail
//=========================================================
Task_t tlHWGruntFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slHWGruntFail[] =
{
{
tlHWGruntFail,
ARRAYSIZE ( tlHWGruntFail ),
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Fail"
},
};
//=========================================================
// Combat Fail
//=========================================================
Task_t tlHWGruntCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slHWGruntCombatFail[] =
{
{
tlHWGruntCombatFail,
ARRAYSIZE ( tlHWGruntCombatFail ),
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Combat Fail"
},
};
//=========================================================
// Not really victory dance
//=========================================================
Task_t tlHWGruntVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
// { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
};
Schedule_t slHWGruntVictoryDance[] =
{
{
tlHWGruntVictoryDance,
ARRAYSIZE ( tlHWGruntVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"HWGrunt Victory Dance"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlHWGruntEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HWGRUNT_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
// { TASK_GRUNT_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slHWGruntEstablishLineOfFire[] =
{
{
tlHWGruntEstablishLineOfFire,
ARRAYSIZE ( tlHWGruntEstablishLineOfFire ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_HEAR_SOUND,
0,
"HWGrunt Establish Line Of Fire"
},
};
//=========================================================
// wait in cover - we don't allow danger or the ability to
// attack to break a grunt's run to cover schedule, but when
// a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlHWGruntWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slHWGruntWaitInCover[] =
{
{
tlHWGruntWaitInCover,
ARRAYSIZE ( tlHWGruntWaitInCover ),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Wait In Cover"
},
};
//=========================================================
// run to cover.
//=========================================================
Task_t tlHWGruntTakeCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HWGRUNT_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
// { TASK_GRUNT_SPEAK_SENTENCE, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_SET_SCHEDULE, (float)SCHED_HWGRUNT_WAIT_FACE_ENEMY },
};
Schedule_t slHWGruntTakeCover[] =
{
{
tlHWGruntTakeCover,
ARRAYSIZE ( tlHWGruntTakeCover ),
0,
0,
"HWGrunt Take Cover"
},
};
//=========================================================
// minigun spinup
//=========================================================
Task_t tlHWGruntMinigunSpinUp[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_THREAT_DISPLAY },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
{ TASK_REMEMBER, (float)bits_MEMORY_HWGRUNT_SPINUP },
};
Schedule_t slHWGruntMinigunSpinUp[] =
{
{
tlHWGruntMinigunSpinUp,
ARRAYSIZE ( tlHWGruntMinigunSpinUp ),
0, // nothing should interrupt this
0,
"HWGrunt Minigun Spin Up"
},
};
//=========================================================
// minigun attack
//=========================================================
Task_t tlHWGruntMinigunAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_RANGE_ATTACK1 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slHWGruntMinigunAttack[] =
{
{
tlHWGruntMinigunAttack,
ARRAYSIZE ( tlHWGruntMinigunAttack ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND,
0,
"HWGrunt Minigun Attack"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlHWGruntRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slHWGruntRepel[] =
{
{
tlHWGruntRepel,
ARRAYSIZE ( tlHWGruntRepel ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
0,
"HWGrunt Repel"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlHWGruntRepelLand[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
{ TASK_GET_PATH_TO_LASTPOSITION, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slHWGruntRepelLand[] =
{
{
tlHWGruntRepelLand,
ARRAYSIZE ( tlHWGruntRepelLand ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
0,
"HWGrunt Repel Land"
},
};
//=========================================================
// Chase enemy failure
//=========================================================
Task_t tlHWGruntChaseEnemyFailed[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.2 },
{ 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_TURN_LEFT, (float)179 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slHWGruntChaseEnemyFailed[] =
{
{
tlHWGruntChaseEnemyFailed,
ARRAYSIZE ( tlHWGruntChaseEnemyFailed ),
bits_COND_NEW_ENEMY |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_HEAR_SOUND,
0,
"HWGrunt Chase Enemy Failed"
},
};
DEFINE_CUSTOM_SCHEDULES( CMHWGrunt )
{
slHWGruntFail,
slHWGruntCombatFail,
slHWGruntVictoryDance,
slHWGruntEstablishLineOfFire,
slHWGruntWaitInCover,
slHWGruntTakeCover,
slHWGruntMinigunSpinUp,
slHWGruntMinigunAttack,
slHWGruntRepel,
slHWGruntRepelLand,
slHWGruntChaseEnemyFailed,
};
IMPLEMENT_CUSTOM_SCHEDULES( CMHWGrunt, CMBaseMonster );
//=========================================================
// SetActivity
//=========================================================
void CMHWGrunt :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity )
{
case ACT_RANGE_ATTACK1:
iSequence = LookupSequence( "attack" );
break;
case ACT_RUN:
iSequence = LookupSequence( "run" );
break;
case ACT_WALK:
iSequence = LookupSequence( "creeping_walk" );
break;
default:
iSequence = LookupActivity( NewActivity );
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev->sequence != iSequence || !m_fSequenceLoops )
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo( );
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CMHWGrunt :: GetSchedule( void )
{
// clear old sentence
m_iSentence = -1; // we don't care about sounds for now.
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
{
if (pev->flags & FL_ONGROUND)
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType ( SCHED_HWGRUNT_REPEL_LAND );
}
else
{
// can not attack while holding a minigun in rapel
return GetScheduleOfType ( SCHED_HWGRUNT_REPEL );
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// was attacking, spin down
if ( HasMemory( bits_MEMORY_HWGRUNT_SPINUP ) )
{
Forget( bits_MEMORY_HWGRUNT_SPINUP );
EMIT_SOUND(ENT(pev), CHAN_ITEM, "hassault/hw_spindown.wav", 0.8, ATTN_NORM);
}
// call base class, all code to handle dead enemies is centralized there.
return CMBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
// none of this should take place as CSquadMonster functions were completely stripped. -Giegue
/*
{
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if ((m_hEnemy != NULL) && UTIL_IsPlayer(m_hEnemy))
// player
SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
else if ((m_hEnemy != NULL) &&
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
(m_hEnemy->Classify() != CLASS_MACHINE))
// monster
SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
}
*/
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
// we don't want the monster to take cover when hurt while attacking, clear this
ClearConditions( bits_COND_LIGHT_DAMAGE );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
// can fire? shoot. destroy without a care
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
// do sound
if ( HasMemory( bits_MEMORY_HWGRUNT_SPINUP ) )
{
Forget( bits_MEMORY_HWGRUNT_SPINUP );
EMIT_SOUND(ENT(pev), CHAN_ITEM, "hassault/hw_spindown.wav", 0.8, ATTN_NORM);
}
// then go kamikaze and chase the enemy
return GetScheduleOfType( SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE );
}
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();
}
//=========================================================
//=========================================================
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 );
}
}
}