void CBigMomma::StartTask( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_FIND_NODE: { CBaseEntity *pTarget = m_hTargetEnt; if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if ( pTarget ) pev->netname = m_hTargetEnt->pev->target; } NodeStart( pev->netname ); TaskComplete(); ALERT( at_aiconsole, "BM: Found node %s\n", STRING(pev->netname) ); } break; case TASK_NODE_DELAY: m_nodeTime = gpGlobals->time + pTask->flData; TaskComplete(); ALERT( at_aiconsole, "BM: FAIL! Delay %.2f\n", pTask->flData ); break; case TASK_PROCESS_NODE: ALERT( at_aiconsole, "BM: Reached node %s\n", STRING(pev->netname) ); NodeReach(); TaskComplete(); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: { int sequence; if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) sequence = GetNodeSequence(); else sequence = GetNodePresequence(); ALERT( at_aiconsole, "BM: Playing node sequence %s\n", STRING(sequence) ); if ( sequence ) { sequence = LookupSequence( STRING( sequence ) ); if ( sequence != -1 ) { pev->sequence = sequence; pev->frame = 0; ResetSequenceInfo( ); ALERT( at_aiconsole, "BM: Sequence %s\n", STRING(GetNodeSequence()) ); return; } } TaskComplete(); } break; case TASK_NODE_YAW: pev->ideal_yaw = GetNodeYaw(); TaskComplete(); break; case TASK_WAIT_NODE: m_flWait = gpGlobals->time + GetNodeDelay(); if ( m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT ) ALERT( at_aiconsole, "BM: Wait at node %s forever\n", STRING(pev->netname) ); else ALERT( at_aiconsole, "BM: Wait at node %s for %.2f\n", STRING(pev->netname), GetNodeDelay() ); break; case TASK_MOVE_TO_NODE_RANGE: { CBaseEntity *pTarget = m_hTargetEnt; if ( !pTarget ) TaskFail(); else { if ( (pTarget->pev->origin - pev->origin).Length() < GetNodeRange() ) TaskComplete(); else { Activity act = ACT_WALK; if ( pTarget->pev->spawnflags & SF_INFOBM_RUN ) act = ACT_RUN; m_vecMoveGoal = pTarget->pev->origin; if ( !MoveToTarget( act, 2 ) ) { TaskFail(); } } } } ALERT( at_aiconsole, "BM: Moving to node %s\n", STRING(pev->netname) ); break; case TASK_MELEE_ATTACK1: // Play an attack sound here EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM, 0, PITCH_NORM ); CBaseMonster::StartTask( pTask ); break; default: CBaseMonster::StartTask( pTask ); break; } }
void CNPC_BigMomma::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_CHECK_NODE_PROXIMITY: { } break; case TASK_FIND_NODE: { CBaseEntity *pTarget = GetTarget(); if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { if ( pTarget ) m_iszTarget = pTarget->m_target; } NodeStart( m_iszTarget ); TaskComplete(); //Msg( "BM: Found node %s\n", STRING( m_iszTarget ) ); } break; case TASK_NODE_DELAY: m_nodeTime = gpGlobals->curtime + pTask->flTaskData; TaskComplete(); //Msg( "BM: FAIL! Delay %.2f\n", pTask->flTaskData ); break; case TASK_PROCESS_NODE: //Msg( "BM: Reached node %s\n", STRING( m_iszTarget ) ); NodeReach(); TaskComplete(); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: { const char *pSequence = NULL; int iSequence; if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) pSequence = GetNodeSequence(); else pSequence = GetNodePresequence(); //Msg( "BM: Playing node sequence %s\n", pSequence ); if ( pSequence ) //ugh { iSequence = LookupSequence( pSequence ); if ( iSequence != -1 ) { SetIdealActivity( ACT_DO_NOT_DISTURB ); SetSequence( iSequence ); SetCycle( 0.0f ); ResetSequenceInfo(); //Msg( "BM: Sequence %s %f\n", GetNodeSequence(), gpGlobals->curtime ); return; } } TaskComplete(); } break; case TASK_NODE_YAW: GetMotor()->SetIdealYaw( GetNodeYaw() ); TaskComplete(); break; case TASK_WAIT_NODE: m_flWait = gpGlobals->curtime + GetNodeDelay(); /*if ( GetTarget() && GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT ) Msg( "BM: Wait at node %s forever\n", STRING( m_iszTarget) ); else Msg( "BM: Wait at node %s for %.2f\n", STRING( m_iszTarget ), GetNodeDelay() );*/ break; case TASK_MOVE_TO_NODE_RANGE: { CBaseEntity *pTarget = GetTarget(); if ( !pTarget ) TaskFail( FAIL_NO_TARGET ); else { if ( ( pTarget->GetAbsOrigin() - GetAbsOrigin() ).Length() < GetNodeRange() ) TaskComplete(); else { Activity act = ACT_WALK; if ( pTarget->GetSpawnFlags() & SF_INFOBM_RUN ) act = ACT_RUN; AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, act ); if ( !GetNavigator()->SetGoal( goal ) ) { TaskFail( NO_TASK_FAILURE ); } } } } //Msg( "BM: Moving to node %s\n", STRING( m_iszTarget ) ); break; case TASK_MELEE_ATTACK1: { // Play an attack sound here CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "BigMomma.Attack" ); BaseClass::StartTask( pTask ); } break; default: BaseClass::StartTask( pTask ); break; } }