//=========================================================
// MaintainSchedule - does all the per-think schedule maintenance.
// ensures that the monster leaves this function with a valid
// schedule!
//=========================================================
void CBaseMonster :: MaintainSchedule ( void )
{
	Schedule_t	*pNewSchedule;
	int			i;

	// UNDONE: Tune/fix this 10... This is just here so infinite loops are impossible
	for ( i = 0; i < 10; i++ )
	{
		if ( m_pSchedule != NULL && TaskIsComplete() )
		{
			NextScheduledTask();                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   
		}

	// validate existing schedule 
		if ( !FScheduleValid() || m_MonsterState != m_IdealMonsterState )
		{
			// if we come into this block of code, the schedule is going to have to be changed.
			// if the previous schedule was interrupted by a condition, GetIdealState will be 
			// called. Else, a schedule finished normally.

			// Notify the monster that his schedule is changing
			ScheduleChange();

			// Call GetIdealState if we're not dead and one or more of the following...
			// - in COMBAT state with no enemy (it died?)
			// - conditions bits (excluding SCHEDULE_DONE) indicate interruption,
			// - schedule is done but schedule indicates it wants GetIdealState called
			//   after successful completion (by setting bits_COND_SCHEDULE_DONE in iInterruptMask)
			// DEAD & SCRIPT are not suggestions, they are commands!
			if ( m_IdealMonsterState != MONSTERSTATE_DEAD && 
				 (m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState) )
			{
				// if we're here, then either we're being told to do something (besides dying or playing a script)
				// or our current schedule (besides dying) is invalid. -- LRC
				if (	(m_afConditions && !HasConditions(bits_COND_SCHEDULE_DONE)) ||
						(m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE)) ||
						((m_MonsterState == MONSTERSTATE_COMBAT) && (m_hEnemy == NULL))	)
				{
					GetIdealState();
				}
			}
			if ( HasConditions( bits_COND_TASK_FAILED ) && m_MonsterState == m_IdealMonsterState )
			{
				if ( m_failSchedule != SCHED_NONE )
					pNewSchedule = GetScheduleOfType( m_failSchedule );
				else
					pNewSchedule = GetScheduleOfType( SCHED_FAIL );
				// schedule was invalid because the current task failed to start or complete
				ALERT ( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex );
				ChangeSchedule( pNewSchedule );
			}
			else
			{
				SetState( m_IdealMonsterState );
				if ( m_MonsterState == MONSTERSTATE_SCRIPT || m_MonsterState == MONSTERSTATE_DEAD )
				{
					pNewSchedule = CBaseMonster::GetSchedule();
				}
				else
					pNewSchedule = GetSchedule();
				ChangeSchedule( pNewSchedule );
			}
		}

		if ( m_iTaskStatus == TASKSTATUS_NEW )
		{	
			Task_t *pTask = GetTask();
			ASSERT( pTask != NULL );
			TaskBegin();
			StartTask( pTask );
		}

		// UNDONE: Twice?!!!
		if ( m_Activity != m_IdealActivity )
		{
			SetActivity ( m_IdealActivity );
		}
		
		if ( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW )
			break;
	}

	if ( TaskIsRunning() )
	{
		Task_t *pTask = GetTask();
		ASSERT( pTask != NULL );
		RunTask( pTask );
	}

	// UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation
	// RunTask() will always change animations at the end of a script!
	// Don't do this twice
	if ( m_Activity != m_IdealActivity )
	{
		SetActivity ( m_IdealActivity );
	}
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. 
//=========================================================
void CBaseMonster :: StartTask ( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_TURN_RIGHT:
		{
			float flCurrentYaw;
			
			flCurrentYaw = UTIL_AngleMod( pev->angles.y );
			pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw - pTask->flData );
			SetTurnActivity();
			break;
		}
	case TASK_TURN_LEFT:
		{
			float flCurrentYaw;
			
			flCurrentYaw = UTIL_AngleMod( pev->angles.y );
			pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw + pTask->flData );
			SetTurnActivity();
			break;
		}
	case TASK_REMEMBER:
		{
			Remember ( (int)pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_FORGET:
		{
			Forget ( (int)pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_FIND_HINTNODE:
		{
			m_iHintNode = FindHintNode();

			if ( m_iHintNode != NO_NODE )
			{
				TaskComplete();
			}
			else
			{
				TaskFail();
			}
			break;
		}
	case TASK_STORE_LASTPOSITION:
		{
			m_vecLastPosition = pev->origin;
			TaskComplete();
			break;
		}
	case TASK_CLEAR_LASTPOSITION:
		{
			m_vecLastPosition = g_vecZero;
			TaskComplete();
			break;
		}
	case TASK_CLEAR_HINTNODE:
		{
			m_iHintNode = NO_NODE;
			TaskComplete();
			break;
		}
	case TASK_STOP_MOVING:
		{
			if ( m_IdealActivity == m_movementActivity )
			{
				m_IdealActivity = GetStoppedActivity();
			}

			RouteClear();
			TaskComplete();
			break;
		}
	case TASK_PLAY_SEQUENCE_FACE_ENEMY:
	case TASK_PLAY_SEQUENCE_FACE_TARGET:
	case TASK_PLAY_SEQUENCE:
		{
			m_IdealActivity = ( Activity )( int )pTask->flData;
			break;
		}
	case TASK_PLAY_ACTIVE_IDLE:
		{
			// monsters verify that they have a sequence for the node's activity BEFORE
			// moving towards the node, so it's ok to just set the activity without checking here.
			m_IdealActivity = ( Activity )WorldGraph.m_pNodes[ m_iHintNode ].m_sHintActivity;
			break;
		}
	case TASK_SET_SCHEDULE:
		{
			Schedule_t *pNewSchedule;

			pNewSchedule = GetScheduleOfType( (int)pTask->flData );
			
			if ( pNewSchedule )
			{
				ChangeSchedule( pNewSchedule );
			}
			else
			{
				TaskFail();
			}

			break;
		}
	case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY:
		{
			if ( m_hEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, pTask->flData ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY:
		{
			if ( m_hEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, pTask->flData, CoverRadius() ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_NODE_COVER_FROM_ENEMY:
		{
			if ( m_hEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, CoverRadius() ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_COVER_FROM_ENEMY:
		{
			entvars_t *pevCover;

			if ( m_hEnemy == NULL )
			{
				// Find cover from self if no enemy available
				pevCover = pev;
//				TaskFail();
//				return;
			}
			else
				pevCover = m_hEnemy->pev;

			if ( FindLateralCover( pevCover->origin, pevCover->view_ofs ) )
			{
				// try lateral first
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else if ( FindCover( pevCover->origin, pevCover->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_COVER_FROM_ORIGIN:
		{
			if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no cover!
				TaskFail();
			}
		}
		break;
	case TASK_FIND_COVER_FROM_BEST_SOUND:
		{
			CSound *pBestSound;

			pBestSound = PBestSound();

			ASSERT( pBestSound != NULL );
			/*
			if ( pBestSound && FindLateralCover( pBestSound->m_vecOrigin, g_vecZero ) )
			{
				// try lateral first
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			*/

			if ( pBestSound && FindCover( pBestSound->m_vecOrigin, g_vecZero, pBestSound->m_iVolume, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever. or no sound in list
				TaskFail();
			}
			break;
		}
	case TASK_FACE_HINTNODE:
		{
			pev->ideal_yaw = WorldGraph.m_pNodes[ m_iHintNode ].m_flHintYaw;
			SetTurnActivity();
			break;
		}
	
	case TASK_FACE_LASTPOSITION:
		MakeIdealYaw ( m_vecLastPosition );
		SetTurnActivity(); 
		break;

	case TASK_FACE_TARGET:
		if ( m_hTargetEnt != NULL )
		{
			MakeIdealYaw ( m_hTargetEnt->pev->origin );
			SetTurnActivity(); 
		}
		else
			TaskFail();
		break;
	case TASK_FACE_ENEMY:
		{
			MakeIdealYaw ( m_vecEnemyLKP );
			SetTurnActivity(); 
			break;
		}
	case TASK_FACE_IDEAL:
		{
			SetTurnActivity();
			break;
		}
	case TASK_FACE_ROUTE:
		{
			if (FRouteClear())
			{
				ALERT(at_aiconsole, "No route to face!\n");
				TaskFail();
			}
			else
			{
				MakeIdealYaw(m_Route[m_iRouteIndex].vecLocation);
				SetTurnActivity();
			}
			break;
		}
	case TASK_WAIT_PVS:
	case TASK_WAIT_INDEFINITE:
		{
			// don't do anything.
			break;
		}
	case TASK_WAIT:
	case TASK_WAIT_FACE_ENEMY:
		{// set a future time that tells us when the wait is over.
			m_flWaitFinished = gpGlobals->time + pTask->flData;	
			break;
		}
	case TASK_WAIT_RANDOM:
		{// set a future time that tells us when the wait is over.
			m_flWaitFinished = gpGlobals->time + RANDOM_FLOAT( 0.1, pTask->flData );
			break;
		}
	case TASK_MOVE_TO_TARGET_RANGE:
		{
			if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 )
				TaskComplete();
			else
			{
				m_vecMoveGoal = m_hTargetEnt->pev->origin;
				if ( !MoveToTarget( ACT_WALK, 2 ) )
					TaskFail();
			}
			break;
		}
	case TASK_RUN_TO_SCRIPT:
	case TASK_WALK_TO_SCRIPT:
		{
			Activity newActivity;

			if ( !m_pGoalEnt || (m_pGoalEnt->pev->origin - pev->origin).Length() < 1 )
				TaskComplete();
			else
			{
				if ( pTask->iTask == TASK_WALK_TO_SCRIPT )
					newActivity = ACT_WALK;
				else
					newActivity = ACT_RUN;
				// This monster can't do this!
				if ( LookupActivity( newActivity ) == ACTIVITY_NOT_AVAILABLE )
					TaskComplete();
				else 
				{
					if ( m_pGoalEnt != NULL )
					{
						Vector vecDest;
						vecDest = m_pGoalEnt->pev->origin;

						if ( !MoveToLocation( newActivity, 2, vecDest ) )
						{
							TaskFail();
							ALERT( at_aiconsole, "%s Failed to reach script!!!\n", STRING(pev->classname) );
							RouteClear();
						}
					}
					else
					{
						TaskFail();
						ALERT( at_aiconsole, "%s: MoveTarget is missing!?!\n", STRING(pev->classname) );
						RouteClear();
					}
				}
			}
			TaskComplete();
			break;
		}
	case TASK_CLEAR_MOVE_WAIT:
		{
			m_flMoveWaitFinished = gpGlobals->time;
			TaskComplete();
			break;
		}
	case TASK_MELEE_ATTACK1_NOTURN:
	case TASK_MELEE_ATTACK1:
		{
			m_IdealActivity = ACT_MELEE_ATTACK1;
			break;
		}
	case TASK_MELEE_ATTACK2_NOTURN:
	case TASK_MELEE_ATTACK2:
		{
			m_IdealActivity = ACT_MELEE_ATTACK2;
			break;
		}
	case TASK_RANGE_ATTACK1_NOTURN:
	case TASK_RANGE_ATTACK1:
		{
			m_IdealActivity = ACT_RANGE_ATTACK1;
			break;
		}
	case TASK_RANGE_ATTACK2_NOTURN:
	case TASK_RANGE_ATTACK2:
		{
			m_IdealActivity = ACT_RANGE_ATTACK2;
			break;
		}
	case TASK_RELOAD_NOTURN:
	case TASK_RELOAD:
		{
			m_IdealActivity = ACT_RELOAD;
			break;
		}
	case TASK_SPECIAL_ATTACK1:
		{
			m_IdealActivity = ACT_SPECIAL_ATTACK1;
			break;
		}
	case TASK_SPECIAL_ATTACK2:
		{
			m_IdealActivity = ACT_SPECIAL_ATTACK2;
			break;
		}
	case TASK_SET_ACTIVITY:
		{
			m_IdealActivity = (Activity)(int)pTask->flData;
			TaskComplete();
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_LKP:
		{
			if ( BuildRoute ( m_vecEnemyLKP, bits_MF_TO_LOCATION, NULL ) )
			{
				TaskComplete();
			}
			else if (BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, 0, (m_vecEnemyLKP - pev->origin).Length() ))
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToEnemyLKP failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_ENEMY:
		{
			CBaseEntity *pEnemy = m_hEnemy;

			if ( pEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if ( BuildRoute ( pEnemy->pev->origin, bits_MF_TO_ENEMY, pEnemy ) )
			{
				TaskComplete();
			}
			else if (BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, 0, (pEnemy->pev->origin - pev->origin).Length() ))
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_CORPSE:
		{
			UTIL_MakeVectors( pev->angles );
			if ( BuildRoute ( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) )
			{
				TaskComplete();
			}
			else
			{
				ALERT ( at_aiconsole, "GetPathToEnemyCorpse failed!!\n" );
				TaskFail();
			}
		}
		break;
	case TASK_GET_PATH_TO_SPOT:
		{
			CBaseEntity *pPlayer = UTIL_FindEntityByClassname( NULL, "player" );
			if ( BuildRoute ( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}

	case TASK_GET_PATH_TO_TARGET:
		{
			RouteClear();
			if ( m_hTargetEnt != NULL && MoveToTarget( m_movementActivity, 1 ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_SCRIPT:
		{
			RouteClear();
			if ( m_pCine != NULL && MoveToLocation( m_movementActivity, 1, m_pCine->pev->origin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_HINTNODE:// for active idles!
		{
			if ( MoveToLocation( m_movementActivity, 2, WorldGraph.m_pNodes[ m_iHintNode ].m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToHintNode failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_LASTPOSITION:
		{
			m_vecMoveGoal = m_vecLastPosition;

			if ( MoveToLocation( m_movementActivity, 2, m_vecMoveGoal ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToLastPosition failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_BESTSOUND:
		{
			CSound *pSound;

			pSound = PBestSound();

			if ( pSound && MoveToLocation( m_movementActivity, 2, pSound->m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToBestSound failed!!\n" );
				TaskFail();
			}
			break;
		}
case TASK_GET_PATH_TO_BESTSCENT:
		{
			CSound *pScent;

			pScent = PBestScent();

			if ( pScent && MoveToLocation( m_movementActivity, 2, pScent->m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToBestScent failed!!\n" );
				
				TaskFail();
			}
			break;
		}
	case TASK_RUN_PATH:
		{
			// UNDONE: This is in some default AI and some monsters can't run? -- walk instead?
			if ( LookupActivity( ACT_RUN ) != ACTIVITY_NOT_AVAILABLE )
			{
				m_movementActivity = ACT_RUN;
			}
			else
			{
				m_movementActivity = ACT_WALK;
			}
			TaskComplete();
			break;
		}
	case TASK_WALK_PATH:
		{
			if ( pev->movetype == MOVETYPE_FLY )
			{
				m_movementActivity = ACT_FLY;
			}
			if ( LookupActivity( ACT_WALK ) != ACTIVITY_NOT_AVAILABLE )
			{
				m_movementActivity = ACT_WALK;
			}
			else
			{
				m_movementActivity = ACT_RUN;
			}
			TaskComplete();
			break;
		}
	case TASK_STRAFE_PATH:
		{
			Vector2D	vec2DirToPoint; 
			Vector2D	vec2RightSide;

			// to start strafing, we have to first figure out if the target is on the left side or right side
			UTIL_MakeVectors ( pev->angles );

			vec2DirToPoint = ( m_Route[ 0 ].vecLocation - pev->origin ).Make2D().Normalize();
			vec2RightSide = gpGlobals->v_right.Make2D().Normalize();

			if ( DotProduct ( vec2DirToPoint, vec2RightSide ) > 0 )
			{
				// strafe right
				m_movementActivity = ACT_STRAFE_RIGHT;
			}
			else
			{
				// strafe left
				m_movementActivity = ACT_STRAFE_LEFT;
			}
			TaskComplete();
			break;
		}


	case TASK_WAIT_FOR_MOVEMENT:
		{
			if (FRouteClear())
			{
				TaskComplete();
			}
			break;
		}

	case TASK_EAT:
		{
			Eat( pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_SMALL_FLINCH:
		{
			m_IdealActivity = GetSmallFlinchActivity();
			break;
		}
	case TASK_DIE:
		{
			RouteClear();	
			
			m_IdealActivity = GetDeathActivity();

			pev->deadflag = DEAD_DYING;
			break;
		}
	case TASK_SOUND_WAKE:
		{
			AlertSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_DIE:
		{
			DeathSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_IDLE:
		{
			IdleSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_PAIN:
		{
			PainSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_DEATH:
		{
			DeathSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_ANGRY:
		{
			// sounds are complete as soon as we get here, cause we've already played them.
			ALERT ( at_aiconsole, "SOUND\n" );			
			TaskComplete();
			break;
		}
	case TASK_WAIT_FOR_SCRIPT:
		{
			if ( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
			{
				TaskComplete(); //LRC - start playing immediately
			}
			else if (!m_pCine->IsAction() && m_pCine->m_iszIdle)
			{
				m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszIdle, FALSE );
				if (FStrEq( STRING(m_pCine->m_iszIdle), STRING(m_pCine->m_iszPlay)))
				{
					pev->framerate = 0;
				}
			}
			else
				m_IdealActivity = ACT_IDLE;

			break;
		}
	case TASK_PLAY_SCRIPT:
		{
			if (m_pCine->IsAction())
			{
				//ALERT(at_console,"PlayScript: setting idealactivity %d\n",m_pCine->m_fAction);
				switch(m_pCine->m_fAction)
				{
				case 0:
					m_IdealActivity = ACT_RANGE_ATTACK1; break;
				case 1:
					m_IdealActivity = ACT_RANGE_ATTACK2; break;
				case 2:
					m_IdealActivity = ACT_MELEE_ATTACK1; break;
				case 3:
					m_IdealActivity = ACT_MELEE_ATTACK2; break;
				case 4:
					m_IdealActivity = ACT_SPECIAL_ATTACK1; break;
				case 5:
					m_IdealActivity = ACT_SPECIAL_ATTACK2; break;
				case 6:
					m_IdealActivity = ACT_RELOAD; break;
				case 7:
					m_IdealActivity = ACT_HOP; break;
				}
				pev->framerate = 1.0; // shouldn't be needed, but just in case
				pev->movetype = MOVETYPE_FLY;
				ClearBits(pev->flags, FL_ONGROUND);
			}
			else
			{
				m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE );
				if ( m_fSequenceFinished )
					ClearSchedule();
				pev->framerate = 1.0;
				//ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING(pev->classname) );
			}
			m_scriptState = SCRIPT_PLAYING;
			break;
		}
	case TASK_ENABLE_SCRIPT:
		{
			m_pCine->DelayStart( 0 );
			TaskComplete();
			break;
		}
//LRC
	case TASK_END_SCRIPT:
		{
			m_pCine->SequenceDone( this );
			TaskComplete();
			break;
		}
	case TASK_PLANT_ON_SCRIPT:
		{
			if ( m_pCine != NULL )
			{
				// Plant on script
				// LRC - if it's a teleport script, do the turn too
				if (m_pCine->m_fMoveTo == 4 || m_pCine->m_fMoveTo == 6)
				{
					if (m_pCine->m_fTurnType == 0) //LRC
						pev->angles.y = m_hTargetEnt->pev->angles.y;
					else if (m_pCine->m_fTurnType == 1)
						pev->angles.y = UTIL_VecToYaw(m_hTargetEnt->pev->origin - pev->origin);
					pev->ideal_yaw = pev->angles.y;
					pev->avelocity = Vector( 0, 0, 0 );
					pev->velocity = Vector( 0, 0, 0 );
					pev->effects |= EF_NOINTERP;
				}

				if (m_pCine->m_fMoveTo != 6)
					pev->origin = m_pGoalEnt->pev->origin;
			}

			TaskComplete();
			break;
		}
	case TASK_FACE_SCRIPT:
		{
			if ( m_pCine != NULL && m_pCine->m_fMoveTo != 0) // movetype "no move" makes us ignore turntype
			{
				switch (m_pCine->m_fTurnType)
				{
				case 0:
					pev->ideal_yaw = UTIL_AngleMod( m_pCine->pev->angles.y );
					break;
				case 1:
					// yes, this is inconsistent- turn to face uses the "target" and turn to angle uses the "cine".
					if (m_hTargetEnt)
						MakeIdealYaw ( m_hTargetEnt->pev->origin );
					else
						MakeIdealYaw ( m_pCine->pev->origin );
					break;
				// default: don't turn
				}
			}

			TaskComplete();
			m_IdealActivity = ACT_IDLE;
			RouteClear();
			break;
		}
	case TASK_SUGGEST_STATE:
		{
			m_IdealMonsterState = (MONSTERSTATE)(int)pTask->flData;
			TaskComplete();
			break;
		}

	case TASK_SET_FAIL_SCHEDULE:
		m_failSchedule = (int)pTask->flData;
		TaskComplete();
		break;

	case TASK_CLEAR_FAIL_SCHEDULE:
		m_failSchedule = SCHED_NONE;
		TaskComplete();
		break;

	default:
		{
			ALERT ( at_aiconsole, "No StartTask entry for %d\n", (SHARED_TASKS)pTask->iTask );
			break;
		}
	}
}
Exemple #3
0
// Prepare this talking monster to answer question
void CTalkMonster :: SetAnswerQuestion( CTalkMonster *pSpeaker )
{
	if ( !m_pCine )
		ChangeSchedule( slIdleResponse );
	m_hTalkTarget = (CBaseMonster *)pSpeaker;
}