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4f13237895
Change CRLF to LF in repo.
1304 lines
31 KiB
C++
1304 lines
31 KiB
C++
/***
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*
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* Copyright (c) 1999, 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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// Houndeye - spooky sonic dog.
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.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 "nodes.h"
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#include "squadmonster.h"
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#include "soundent.h"
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#include "game.h"
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extern CGraph WorldGraph;
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// houndeye does 20 points of damage spread over a sphere 384 units in diameter, and each additional
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// squad member increases the BASE damage by 110%, per the spec.
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#define HOUNDEYE_MAX_SQUAD_SIZE 4
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#define HOUNDEYE_MAX_ATTACK_RADIUS 384
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#define HOUNDEYE_SQUAD_BONUS (float)1.1
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#define HOUNDEYE_EYE_FRAMES 4 // how many different switchable maps for the eye
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#define HOUNDEYE_SOUND_STARTLE_VOLUME 128 // how loud a sound has to be to badly scare a sleeping houndeye
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_HOUND_CLOSE_EYE = LAST_COMMON_TASK + 1,
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TASK_HOUND_OPEN_EYE,
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TASK_HOUND_THREAT_DISPLAY,
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TASK_HOUND_FALL_ASLEEP,
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TASK_HOUND_WAKE_UP,
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TASK_HOUND_HOP_BACK
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};
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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_HOUND_AGITATED = LAST_COMMON_SCHEDULE + 1,
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SCHED_HOUND_HOP_RETREAT,
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SCHED_HOUND_FAIL,
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HOUND_AE_WARN 1
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#define HOUND_AE_STARTATTACK 2
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#define HOUND_AE_THUMP 3
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#define HOUND_AE_ANGERSOUND1 4
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#define HOUND_AE_ANGERSOUND2 5
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#define HOUND_AE_HOPBACK 6
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#define HOUND_AE_CLOSE_EYE 7
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class CHoundeye : public CSquadMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void SetYawSpeed ( void );
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void WarmUpSound ( void );
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void AlertSound( void );
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void DeathSound( void );
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void WarnSound( void );
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void PainSound( void );
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void IdleSound( void );
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void StartTask( Task_t *pTask );
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void RunTask ( Task_t *pTask );
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void SonicAttack( void );
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void PrescheduleThink( void );
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void SetActivity ( Activity NewActivity );
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void WriteBeamColor ( void );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL FValidateHintType ( short sHint );
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BOOL FCanActiveIdle ( void );
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *CHoundeye :: GetSchedule( void );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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CUSTOM_SCHEDULES;
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static TYPEDESCRIPTION m_SaveData[];
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int m_iSpriteTexture;
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BOOL m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down
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BOOL m_fDontBlink;// don't try to open/close eye if this bit is set!
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Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members.
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};
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LINK_ENTITY_TO_CLASS( monster_houndeye, CHoundeye );
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TYPEDESCRIPTION CHoundeye::m_SaveData[] =
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{
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DEFINE_FIELD( CHoundeye, m_iSpriteTexture, FIELD_INTEGER ),
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DEFINE_FIELD( CHoundeye, m_fAsleep, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHoundeye, m_fDontBlink, FIELD_BOOLEAN ),
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DEFINE_FIELD( CHoundeye, m_vecPackCenter, FIELD_POSITION_VECTOR ),
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};
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IMPLEMENT_SAVERESTORE( CHoundeye, CSquadMonster );
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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 CHoundeye :: Classify ( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// FValidateHintType
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//=========================================================
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BOOL CHoundeye :: FValidateHintType ( short sHint )
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{
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int i;
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static short sHoundHints[] =
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{
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HINT_WORLD_MACHINERY,
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HINT_WORLD_BLINKING_LIGHT,
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HINT_WORLD_HUMAN_BLOOD,
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HINT_WORLD_ALIEN_BLOOD,
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};
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for ( i = 0 ; i < ARRAYSIZE ( sHoundHints ) ; i++ )
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{
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if ( sHoundHints[ i ] == sHint )
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{
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return TRUE;
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}
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}
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ALERT ( at_aiconsole, "Couldn't validate hint type" );
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return FALSE;
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}
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//=========================================================
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// FCanActiveIdle
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//=========================================================
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BOOL CHoundeye :: FCanActiveIdle ( void )
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{
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if ( InSquad() )
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{
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CSquadMonster *pSquadLeader = MySquadLeader();
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for (int i = 0; i < MAX_SQUAD_MEMBERS;i++)
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{
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CSquadMonster *pMember = pSquadLeader->MySquadMember(i);
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if ( pMember != NULL && pMember != this && pMember->m_iHintNode != NO_NODE )
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{
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// someone else in the group is active idling right now!
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return FALSE;
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}
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}
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return TRUE;
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}
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return TRUE;
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}
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//=========================================================
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// CheckRangeAttack1 - overridden for houndeyes so that they
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// try to get within half of their max attack radius before
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// attacking, so as to increase their chances of doing damage.
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//=========================================================
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BOOL CHoundeye :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( flDist <= ( HOUNDEYE_MAX_ATTACK_RADIUS * 0.5 ) && flDot >= 0.3 )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CHoundeye :: SetYawSpeed ( void )
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{
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int ys;
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ys = 90;
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switch ( m_Activity )
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{
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case ACT_CROUCHIDLE://sleeping!
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ys = 0;
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break;
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case ACT_IDLE:
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ys = 60;
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break;
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case ACT_WALK:
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ys = 90;
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break;
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case ACT_RUN:
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ys = 90;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 90;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// SetActivity
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//=========================================================
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void CHoundeye :: SetActivity ( Activity NewActivity )
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{
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int iSequence;
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if ( NewActivity == m_Activity )
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return;
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if ( m_MonsterState == MONSTERSTATE_COMBAT && NewActivity == ACT_IDLE && RANDOM_LONG(0,1) )
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{
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// play pissed idle.
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iSequence = LookupSequence( "madidle" );
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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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// In case someone calls this with something other than the ideal activity
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m_IdealActivity = m_Activity;
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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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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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pev->frame = 0; // FIX: frame counter shouldn't be reset when its the same activity as before
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ResetSequenceInfo();
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SetYawSpeed();
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}
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}
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else
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{
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CSquadMonster :: SetActivity ( NewActivity );
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}
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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 CHoundeye :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch ( pEvent->event )
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{
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case HOUND_AE_WARN:
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// do stuff for this event.
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WarnSound();
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break;
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case HOUND_AE_STARTATTACK:
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WarmUpSound();
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break;
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case HOUND_AE_HOPBACK:
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{
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float flGravity = g_psv_gravity->value;
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pev->flags &= ~FL_ONGROUND;
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pev->velocity = gpGlobals->v_forward * -200;
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pev->velocity.z += (0.6 * flGravity) * 0.5;
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break;
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}
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case HOUND_AE_THUMP:
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// emit the shockwaves
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SonicAttack();
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break;
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case HOUND_AE_ANGERSOUND1:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM);
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break;
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case HOUND_AE_ANGERSOUND2:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain1.wav", 1, ATTN_NORM);
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break;
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case HOUND_AE_CLOSE_EYE:
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if ( !m_fDontBlink )
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{
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pev->skin = HOUNDEYE_EYE_FRAMES - 1;
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}
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break;
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default:
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CSquadMonster::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 CHoundeye :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/houndeye.mdl");
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UTIL_SetSize(pev, Vector ( -16, -16, 0 ), Vector ( 16, 16, 36 ) );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_YELLOW;
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pev->effects = 0;
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pev->health = gSkillData.houndeyeHealth;
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
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m_flFieldOfView = 0.5;// 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_fAsleep = FALSE; // everyone spawns awake
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m_fDontBlink = FALSE;
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m_afCapability |= bits_CAP_SQUAD;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CHoundeye :: Precache()
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{
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PRECACHE_MODEL("models/houndeye.mdl");
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PRECACHE_SOUND("houndeye/he_alert1.wav");
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PRECACHE_SOUND("houndeye/he_alert2.wav");
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PRECACHE_SOUND("houndeye/he_alert3.wav");
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PRECACHE_SOUND("houndeye/he_die1.wav");
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PRECACHE_SOUND("houndeye/he_die2.wav");
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PRECACHE_SOUND("houndeye/he_die3.wav");
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PRECACHE_SOUND("houndeye/he_idle1.wav");
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PRECACHE_SOUND("houndeye/he_idle2.wav");
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PRECACHE_SOUND("houndeye/he_idle3.wav");
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PRECACHE_SOUND("houndeye/he_hunt1.wav");
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PRECACHE_SOUND("houndeye/he_hunt2.wav");
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PRECACHE_SOUND("houndeye/he_hunt3.wav");
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PRECACHE_SOUND("houndeye/he_pain1.wav");
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PRECACHE_SOUND("houndeye/he_pain3.wav");
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PRECACHE_SOUND("houndeye/he_pain4.wav");
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PRECACHE_SOUND("houndeye/he_pain5.wav");
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PRECACHE_SOUND("houndeye/he_attack1.wav");
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PRECACHE_SOUND("houndeye/he_attack3.wav");
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PRECACHE_SOUND("houndeye/he_blast1.wav");
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PRECACHE_SOUND("houndeye/he_blast2.wav");
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PRECACHE_SOUND("houndeye/he_blast3.wav");
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/shockwave.spr" );
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CHoundeye :: IdleSound ( void )
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{
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switch ( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle3.wav", 1, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CHoundeye :: WarmUpSound ( void )
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{
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switch ( RANDOM_LONG(0,1) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "houndeye/he_attack1.wav", 0.7, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "houndeye/he_attack3.wav", 0.7, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// WarnSound
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//=========================================================
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void CHoundeye :: WarnSound ( void )
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{
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switch ( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt3.wav", 1, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CHoundeye :: AlertSound ( void )
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{
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if ( InSquad() && !IsLeader() )
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{
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return; // only leader makes ALERT sound.
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}
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switch ( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert3.wav", 1, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CHoundeye :: DeathSound ( void )
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{
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switch ( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die3.wav", 1, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CHoundeye :: PainSound ( void )
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{
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switch ( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain4.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain5.wav", 1, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// WriteBeamColor - writes a color vector to the network
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// based on the size of the group.
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//=========================================================
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void CHoundeye :: WriteBeamColor ( void )
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{
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BYTE bRed, bGreen, bBlue;
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if ( InSquad() )
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{
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switch ( SquadCount() )
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{
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case 2:
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// no case for 0 or 1, cause those are impossible for monsters in Squads.
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bRed = 101;
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bGreen = 133;
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bBlue = 221;
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break;
|
|
case 3:
|
|
bRed = 67;
|
|
bGreen = 85;
|
|
bBlue = 255;
|
|
break;
|
|
case 4:
|
|
bRed = 62;
|
|
bGreen = 33;
|
|
bBlue = 211;
|
|
break;
|
|
default:
|
|
ALERT ( at_aiconsole, "Unsupported Houndeye SquadSize!\n" );
|
|
bRed = 188;
|
|
bGreen = 220;
|
|
bBlue = 255;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// solo houndeye - weakest beam
|
|
bRed = 188;
|
|
bGreen = 220;
|
|
bBlue = 255;
|
|
}
|
|
|
|
WRITE_BYTE( bRed );
|
|
WRITE_BYTE( bGreen );
|
|
WRITE_BYTE( bBlue );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// SonicAttack
|
|
//=========================================================
|
|
void CHoundeye :: SonicAttack ( void )
|
|
{
|
|
float flAdjustedDamage;
|
|
float flDist;
|
|
|
|
switch ( RANDOM_LONG( 0, 2 ) )
|
|
{
|
|
case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM); break;
|
|
case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM); break;
|
|
case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM); break;
|
|
}
|
|
|
|
// blast circles
|
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
|
WRITE_BYTE( TE_BEAMCYLINDER );
|
|
WRITE_COORD( pev->origin.x);
|
|
WRITE_COORD( pev->origin.y);
|
|
WRITE_COORD( pev->origin.z + 16);
|
|
WRITE_COORD( pev->origin.x);
|
|
WRITE_COORD( pev->origin.y);
|
|
WRITE_COORD( pev->origin.z + 16 + HOUNDEYE_MAX_ATTACK_RADIUS / .2); // reach damage radius over .3 seconds
|
|
WRITE_SHORT( m_iSpriteTexture );
|
|
WRITE_BYTE( 0 ); // startframe
|
|
WRITE_BYTE( 0 ); // framerate
|
|
WRITE_BYTE( 2 ); // life
|
|
WRITE_BYTE( 16 ); // width
|
|
WRITE_BYTE( 0 ); // noise
|
|
|
|
WriteBeamColor();
|
|
|
|
WRITE_BYTE( 255 ); //brightness
|
|
WRITE_BYTE( 0 ); // speed
|
|
MESSAGE_END();
|
|
|
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
|
WRITE_BYTE( TE_BEAMCYLINDER );
|
|
WRITE_COORD( pev->origin.x);
|
|
WRITE_COORD( pev->origin.y);
|
|
WRITE_COORD( pev->origin.z + 16);
|
|
WRITE_COORD( pev->origin.x);
|
|
WRITE_COORD( pev->origin.y);
|
|
WRITE_COORD( pev->origin.z + 16 + ( HOUNDEYE_MAX_ATTACK_RADIUS / 2 ) / .2); // reach damage radius over .3 seconds
|
|
WRITE_SHORT( m_iSpriteTexture );
|
|
WRITE_BYTE( 0 ); // startframe
|
|
WRITE_BYTE( 0 ); // framerate
|
|
WRITE_BYTE( 2 ); // life
|
|
WRITE_BYTE( 16 ); // width
|
|
WRITE_BYTE( 0 ); // noise
|
|
|
|
WriteBeamColor();
|
|
|
|
WRITE_BYTE( 255 ); //brightness
|
|
WRITE_BYTE( 0 ); // speed
|
|
MESSAGE_END();
|
|
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
// iterate on all entities in the vicinity.
|
|
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS )) != NULL)
|
|
{
|
|
if ( pEntity->pev->takedamage != DAMAGE_NO )
|
|
{
|
|
if ( !FClassnameIs(pEntity->pev, "monster_houndeye") )
|
|
{// houndeyes don't hurt other houndeyes with their attack
|
|
|
|
// houndeyes do FULL damage if the ent in question is visible. Half damage otherwise.
|
|
// This means that you must get out of the houndeye's attack range entirely to avoid damage.
|
|
// Calculate full damage first
|
|
|
|
if ( SquadCount() > 1 )
|
|
{
|
|
// squad gets attack bonus.
|
|
flAdjustedDamage = gSkillData.houndeyeDmgBlast + gSkillData.houndeyeDmgBlast * ( HOUNDEYE_SQUAD_BONUS * ( SquadCount() - 1 ) );
|
|
}
|
|
else
|
|
{
|
|
// solo
|
|
flAdjustedDamage = gSkillData.houndeyeDmgBlast;
|
|
}
|
|
|
|
flDist = (pEntity->Center() - pev->origin).Length();
|
|
|
|
flAdjustedDamage -= ( flDist / HOUNDEYE_MAX_ATTACK_RADIUS ) * flAdjustedDamage;
|
|
|
|
if ( !FVisible( pEntity ) )
|
|
{
|
|
if ( pEntity->IsPlayer() )
|
|
{
|
|
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
|
|
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
|
|
// so that monsters in other parts of the level don't take the damage and get pissed.
|
|
flAdjustedDamage *= 0.5;
|
|
}
|
|
else if ( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) )
|
|
{
|
|
// do not hurt nonclients through walls, but allow damage to be done to breakables
|
|
flAdjustedDamage = 0;
|
|
}
|
|
}
|
|
|
|
//ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage );
|
|
|
|
if (flAdjustedDamage > 0 )
|
|
{
|
|
pEntity->TakeDamage ( pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// start task
|
|
//=========================================================
|
|
void CHoundeye :: StartTask ( Task_t *pTask )
|
|
{
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_HOUND_FALL_ASLEEP:
|
|
{
|
|
m_fAsleep = TRUE; // signal that hound is lying down (must stand again before doing anything else!)
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
break;
|
|
}
|
|
case TASK_HOUND_WAKE_UP:
|
|
{
|
|
m_fAsleep = FALSE; // signal that hound is standing again
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
break;
|
|
}
|
|
case TASK_HOUND_OPEN_EYE:
|
|
{
|
|
m_fDontBlink = FALSE; // turn blinking back on and that code will automatically open the eye
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
break;
|
|
}
|
|
case TASK_HOUND_CLOSE_EYE:
|
|
{
|
|
pev->skin = 0;
|
|
m_fDontBlink = TRUE; // tell blink code to leave the eye alone.
|
|
break;
|
|
}
|
|
case TASK_HOUND_THREAT_DISPLAY:
|
|
{
|
|
m_IdealActivity = ACT_IDLE_ANGRY;
|
|
break;
|
|
}
|
|
case TASK_HOUND_HOP_BACK:
|
|
{
|
|
m_IdealActivity = ACT_LEAP;
|
|
break;
|
|
}
|
|
case TASK_RANGE_ATTACK1:
|
|
{
|
|
m_IdealActivity = ACT_RANGE_ATTACK1;
|
|
|
|
/*
|
|
if ( InSquad() )
|
|
{
|
|
// see if there is a battery to connect to.
|
|
CSquadMonster *pSquad = m_pSquadLeader;
|
|
|
|
while ( pSquad )
|
|
{
|
|
if ( pSquad->m_iMySlot == bits_SLOT_HOUND_BATTERY )
|
|
{
|
|
// draw a beam.
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
WRITE_BYTE( TE_BEAMENTS );
|
|
WRITE_SHORT( ENTINDEX( this->edict() ) );
|
|
WRITE_SHORT( ENTINDEX( pSquad->edict() ) );
|
|
WRITE_SHORT( m_iSpriteTexture );
|
|
WRITE_BYTE( 0 ); // framestart
|
|
WRITE_BYTE( 0 ); // framerate
|
|
WRITE_BYTE( 10 ); // life
|
|
WRITE_BYTE( 40 ); // width
|
|
WRITE_BYTE( 10 ); // noise
|
|
WRITE_BYTE( 0 ); // r, g, b
|
|
WRITE_BYTE( 50 ); // r, g, b
|
|
WRITE_BYTE( 250); // r, g, b
|
|
WRITE_BYTE( 255 ); // brightness
|
|
WRITE_BYTE( 30 ); // speed
|
|
MESSAGE_END();
|
|
break;
|
|
}
|
|
|
|
pSquad = pSquad->m_pSquadNext;
|
|
}
|
|
}
|
|
*/
|
|
|
|
break;
|
|
}
|
|
case TASK_SPECIAL_ATTACK1:
|
|
{
|
|
m_IdealActivity = ACT_SPECIAL_ATTACK1;
|
|
break;
|
|
}
|
|
case TASK_GUARD:
|
|
{
|
|
m_IdealActivity = ACT_GUARD;
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
CSquadMonster :: StartTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CHoundeye :: RunTask ( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_HOUND_THREAT_DISPLAY:
|
|
{
|
|
MakeIdealYaw ( m_vecEnemyLKP );
|
|
ChangeYaw ( pev->yaw_speed );
|
|
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
case TASK_HOUND_CLOSE_EYE:
|
|
{
|
|
if ( pev->skin < HOUNDEYE_EYE_FRAMES - 1 )
|
|
{
|
|
pev->skin++;
|
|
}
|
|
break;
|
|
}
|
|
case TASK_HOUND_HOP_BACK:
|
|
{
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
}
|
|
case TASK_SPECIAL_ATTACK1:
|
|
{
|
|
pev->skin = RANDOM_LONG(0, HOUNDEYE_EYE_FRAMES - 1);
|
|
|
|
MakeIdealYaw ( m_vecEnemyLKP );
|
|
ChangeYaw ( pev->yaw_speed );
|
|
|
|
float life;
|
|
life = ((255 - pev->frame) / (pev->framerate * m_flFrameRate));
|
|
if (life < 0.1) life = 0.1;
|
|
|
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
|
WRITE_BYTE( TE_IMPLOSION);
|
|
WRITE_COORD( pev->origin.x);
|
|
WRITE_COORD( pev->origin.y);
|
|
WRITE_COORD( pev->origin.z + 16);
|
|
WRITE_BYTE( 50 * life + 100); // radius
|
|
WRITE_BYTE( pev->frame / 25.0 ); // count
|
|
WRITE_BYTE( life * 10 ); // life
|
|
MESSAGE_END();
|
|
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
SonicAttack();
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
CSquadMonster :: RunTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// PrescheduleThink
|
|
//=========================================================
|
|
void CHoundeye::PrescheduleThink ( void )
|
|
{
|
|
// if the hound is mad and is running, make hunt noises.
|
|
if ( m_MonsterState == MONSTERSTATE_COMBAT && m_Activity == ACT_RUN && RANDOM_FLOAT( 0, 1 ) < 0.2 )
|
|
{
|
|
WarnSound();
|
|
}
|
|
|
|
// at random, initiate a blink if not already blinking or sleeping
|
|
if ( !m_fDontBlink )
|
|
{
|
|
if ( ( pev->skin == 0 ) && RANDOM_LONG(0,0x7F) == 0 )
|
|
{// start blinking!
|
|
pev->skin = HOUNDEYE_EYE_FRAMES - 1;
|
|
}
|
|
else if ( pev->skin != 0 )
|
|
{// already blinking
|
|
pev->skin--;
|
|
}
|
|
}
|
|
|
|
// if you are the leader, average the origins of each pack member to get an approximate center.
|
|
if ( IsLeader() )
|
|
{
|
|
CSquadMonster *pSquadMember;
|
|
int iSquadCount = 0;
|
|
|
|
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
|
|
{
|
|
pSquadMember = MySquadMember(i);
|
|
|
|
if (pSquadMember)
|
|
{
|
|
iSquadCount++;
|
|
m_vecPackCenter = m_vecPackCenter + pSquadMember->pev->origin;
|
|
}
|
|
}
|
|
|
|
m_vecPackCenter = m_vecPackCenter / iSquadCount;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
Task_t tlHoundGuardPack[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_GUARD, (float)0 },
|
|
};
|
|
|
|
Schedule_t slHoundGuardPack[] =
|
|
{
|
|
{
|
|
tlHoundGuardPack,
|
|
ARRAYSIZE ( tlHoundGuardPack ),
|
|
bits_COND_SEE_HATE |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_PROVOKED |
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
bits_SOUND_COMBAT |// sound flags
|
|
bits_SOUND_WORLD |
|
|
bits_SOUND_MEAT |
|
|
bits_SOUND_PLAYER,
|
|
"GuardPack"
|
|
},
|
|
};
|
|
|
|
// primary range attack
|
|
Task_t tlHoundYell1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_HOUND_AGITATED },
|
|
};
|
|
|
|
Task_t tlHoundYell2[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slHoundRangeAttack[] =
|
|
{
|
|
{
|
|
tlHoundYell1,
|
|
ARRAYSIZE ( tlHoundYell1 ),
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"HoundRangeAttack1"
|
|
},
|
|
{
|
|
tlHoundYell2,
|
|
ARRAYSIZE ( tlHoundYell2 ),
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"HoundRangeAttack2"
|
|
},
|
|
};
|
|
|
|
// lie down and fall asleep
|
|
Task_t tlHoundSleep[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_RANDOM, (float)5 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE },
|
|
{ TASK_HOUND_FALL_ASLEEP, (float)0 },
|
|
{ TASK_WAIT_RANDOM, (float)25 },
|
|
{ TASK_HOUND_CLOSE_EYE, (float)0 },
|
|
//{ TASK_WAIT, (float)10 },
|
|
//{ TASK_WAIT_RANDOM, (float)10 },
|
|
};
|
|
|
|
Schedule_t slHoundSleep[] =
|
|
{
|
|
{
|
|
tlHoundSleep,
|
|
ARRAYSIZE ( tlHoundSleep ),
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_NEW_ENEMY,
|
|
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_PLAYER |
|
|
bits_SOUND_WORLD,
|
|
"Hound Sleep"
|
|
},
|
|
};
|
|
|
|
// wake and stand up lazily
|
|
Task_t tlHoundWakeLazy[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_HOUND_OPEN_EYE, (float)0 },
|
|
{ TASK_WAIT_RANDOM, (float)2.5 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
|
|
{ TASK_HOUND_WAKE_UP, (float)0 },
|
|
};
|
|
|
|
Schedule_t slHoundWakeLazy[] =
|
|
{
|
|
{
|
|
tlHoundWakeLazy,
|
|
ARRAYSIZE ( tlHoundWakeLazy ),
|
|
0,
|
|
0,
|
|
"WakeLazy"
|
|
},
|
|
};
|
|
|
|
// wake and stand up with great urgency!
|
|
Task_t tlHoundWakeUrgent[] =
|
|
{
|
|
{ TASK_HOUND_OPEN_EYE, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_HOP },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_HOUND_WAKE_UP, (float)0 },
|
|
};
|
|
|
|
Schedule_t slHoundWakeUrgent[] =
|
|
{
|
|
{
|
|
tlHoundWakeUrgent,
|
|
ARRAYSIZE ( tlHoundWakeUrgent ),
|
|
0,
|
|
0,
|
|
"WakeUrgent"
|
|
},
|
|
};
|
|
|
|
|
|
Task_t tlHoundSpecialAttack1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_SPECIAL_ATTACK1, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_IDLE_ANGRY },
|
|
};
|
|
|
|
Schedule_t slHoundSpecialAttack1[] =
|
|
{
|
|
{
|
|
tlHoundSpecialAttack1,
|
|
ARRAYSIZE ( tlHoundSpecialAttack1 ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_ENEMY_OCCLUDED,
|
|
|
|
0,
|
|
"Hound Special Attack1"
|
|
},
|
|
};
|
|
|
|
Task_t tlHoundAgitated[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_HOUND_THREAT_DISPLAY, 0 },
|
|
};
|
|
|
|
Schedule_t slHoundAgitated[] =
|
|
{
|
|
{
|
|
tlHoundAgitated,
|
|
ARRAYSIZE ( tlHoundAgitated ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"Hound Agitated"
|
|
},
|
|
};
|
|
|
|
Task_t tlHoundHopRetreat[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_HOUND_HOP_BACK, 0 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
|
|
};
|
|
|
|
Schedule_t slHoundHopRetreat[] =
|
|
{
|
|
{
|
|
tlHoundHopRetreat,
|
|
ARRAYSIZE ( tlHoundHopRetreat ),
|
|
0,
|
|
0,
|
|
"Hound Hop Retreat"
|
|
},
|
|
};
|
|
|
|
// hound fails in combat with client in the PVS
|
|
Task_t tlHoundCombatFailPVS[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_HOUND_THREAT_DISPLAY, 0 },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)1 },
|
|
};
|
|
|
|
Schedule_t slHoundCombatFailPVS[] =
|
|
{
|
|
{
|
|
tlHoundCombatFailPVS,
|
|
ARRAYSIZE ( tlHoundCombatFailPVS ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"HoundCombatFailPVS"
|
|
},
|
|
};
|
|
|
|
// hound fails in combat with no client in the PVS. Don't keep peeping!
|
|
Task_t tlHoundCombatFailNoPVS[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_HOUND_THREAT_DISPLAY, 0 },
|
|
{ TASK_WAIT_FACE_ENEMY, (float)2 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT_PVS, 0 },
|
|
};
|
|
|
|
Schedule_t slHoundCombatFailNoPVS[] =
|
|
{
|
|
{
|
|
tlHoundCombatFailNoPVS,
|
|
ARRAYSIZE ( tlHoundCombatFailNoPVS ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
0,
|
|
"HoundCombatFailNoPVS"
|
|
},
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CHoundeye )
|
|
{
|
|
slHoundGuardPack,
|
|
slHoundRangeAttack,
|
|
&slHoundRangeAttack[ 1 ],
|
|
slHoundSleep,
|
|
slHoundWakeLazy,
|
|
slHoundWakeUrgent,
|
|
slHoundSpecialAttack1,
|
|
slHoundAgitated,
|
|
slHoundHopRetreat,
|
|
slHoundCombatFailPVS,
|
|
slHoundCombatFailNoPVS,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CHoundeye, CSquadMonster );
|
|
|
|
//=========================================================
|
|
// GetScheduleOfType
|
|
//=========================================================
|
|
Schedule_t* CHoundeye :: GetScheduleOfType ( int Type )
|
|
{
|
|
if ( m_fAsleep )
|
|
{
|
|
// if the hound is sleeping, must wake and stand!
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pWakeSound;
|
|
|
|
pWakeSound = PBestSound();
|
|
ASSERT( pWakeSound != NULL );
|
|
if ( pWakeSound )
|
|
{
|
|
MakeIdealYaw ( pWakeSound->m_vecOrigin );
|
|
|
|
if ( FLSoundVolume ( pWakeSound ) >= HOUNDEYE_SOUND_STARTLE_VOLUME )
|
|
{
|
|
// awakened by a loud sound
|
|
return &slHoundWakeUrgent[ 0 ];
|
|
}
|
|
}
|
|
// sound was not loud enough to scare the bejesus out of houndeye
|
|
return &slHoundWakeLazy[ 0 ];
|
|
}
|
|
else if ( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
{
|
|
// get up fast, to fight.
|
|
return &slHoundWakeUrgent[ 0 ];
|
|
}
|
|
|
|
else
|
|
{
|
|
// hound is waking up on its own
|
|
return &slHoundWakeLazy[ 0 ];
|
|
}
|
|
}
|
|
switch ( Type )
|
|
{
|
|
case SCHED_IDLE_STAND:
|
|
{
|
|
// we may want to sleep instead of stand!
|
|
if ( InSquad() && !IsLeader() && !m_fAsleep && RANDOM_LONG(0,29) < 1 )
|
|
{
|
|
return &slHoundSleep[ 0 ];
|
|
}
|
|
else
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType( Type );
|
|
}
|
|
}
|
|
case SCHED_RANGE_ATTACK1:
|
|
{
|
|
return &slHoundRangeAttack[ 0 ];
|
|
/*
|
|
if ( InSquad() )
|
|
{
|
|
return &slHoundRangeAttack[ RANDOM_LONG( 0, 1 ) ];
|
|
}
|
|
|
|
return &slHoundRangeAttack[ 1 ];
|
|
*/
|
|
}
|
|
case SCHED_SPECIAL_ATTACK1:
|
|
{
|
|
return &slHoundSpecialAttack1[ 0 ];
|
|
}
|
|
case SCHED_GUARD:
|
|
{
|
|
return &slHoundGuardPack[ 0 ];
|
|
}
|
|
case SCHED_HOUND_AGITATED:
|
|
{
|
|
return &slHoundAgitated[ 0 ];
|
|
}
|
|
case SCHED_HOUND_HOP_RETREAT:
|
|
{
|
|
return &slHoundHopRetreat[ 0 ];
|
|
}
|
|
case SCHED_FAIL:
|
|
{
|
|
if ( m_MonsterState == MONSTERSTATE_COMBAT )
|
|
{
|
|
if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
|
|
{
|
|
// client in PVS
|
|
return &slHoundCombatFailPVS[ 0 ];
|
|
}
|
|
else
|
|
{
|
|
// client has taken off!
|
|
return &slHoundCombatFailNoPVS[ 0 ];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
default:
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType ( Type );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSchedule
|
|
//=========================================================
|
|
Schedule_t *CHoundeye :: GetSchedule( void )
|
|
{
|
|
switch ( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return CBaseMonster :: GetSchedule();
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
if ( RANDOM_FLOAT( 0 , 1 ) <= 0.4 )
|
|
{
|
|
TraceResult tr;
|
|
UTIL_MakeVectors( pev->angles );
|
|
UTIL_TraceHull( pev->origin, pev->origin + gpGlobals->v_forward * -128, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
|
|
|
|
if ( tr.flFraction == 1.0 )
|
|
{
|
|
// it's clear behind, so the hound will jump
|
|
return GetScheduleOfType ( SCHED_HOUND_HOP_RETREAT );
|
|
}
|
|
}
|
|
|
|
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
|
{
|
|
if ( OccupySlot ( bits_SLOTS_HOUND_ATTACK ) )
|
|
{
|
|
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 );
|
|
}
|
|
|
|
return GetScheduleOfType ( SCHED_HOUND_AGITATED );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return CSquadMonster :: GetSchedule();
|
|
}
|