1203 lines
37 KiB
C++
1203 lines
37 KiB
C++
#include "cbase.h"
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#include "asw_marine_speech.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "asw_gamerules.h"
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#include "engine/IEngineSound.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "soundchars.h"
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#include "ndebugoverlay.h"
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#include "asw_game_resource.h"
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#include "te_effect_dispatch.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ISoundEmitterSystemBase *soundemitterbase;
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// chatter probabilites (1/x)
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#define BASE_CHATTER_SELECTION_CHANCE 5.0f
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#define CHATTER_INTERVAL 3.0f
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#define ASW_INTERVAL_CHATTER_INCOMING 30.0f
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#define ASW_INTERVAL_CHATTER_NO_AMMO 30.0f
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#define ASW_INTERVAL_FF 12.0f
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#define ASW_CALM_CHATTER_TIME 10.0f
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// chance of doing a direction hold position shout (from 0 to 1)
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#define ASW_DIRECTIONAL_HOLDING_CHATTER 0.5f
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ConVar asw_debug_marine_chatter("asw_debug_marine_chatter", "0", 0, "Show debug info about when marine chatter is triggered");
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#define ACTOR_SARGE (1 << 0)
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#define ACTOR_WILDCAT (1 << 1)
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#define ACTOR_FAITH (1 << 2)
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#define ACTOR_CRASH (1 << 3)
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#define ACTOR_JAEGER (1 << 4)
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#define ACTOR_WOLFE (1 << 5)
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#define ACTOR_BASTILLE (1 << 6)
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#define ACTOR_VEGAS (1 << 7)
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#define ACTOR_FLYNN (1 << 8)
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#define ACTOR_ALL (ACTOR_SARGE | ACTOR_JAEGER | ACTOR_WILDCAT | ACTOR_WOLFE | ACTOR_FAITH | ACTOR_BASTILLE | ACTOR_CRASH | ACTOR_FLYNN)
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int CASW_MarineSpeech::s_CurrentConversation = CONV_NONE;
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int CASW_MarineSpeech::s_CurrentConversationChatterStage = -1;
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int CASW_MarineSpeech::s_iCurrentConvLine = -1;
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CHandle<CASW_Marine> CASW_MarineSpeech::s_hActor1 = NULL;
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CHandle<CASW_Marine> CASW_MarineSpeech::s_hActor2 = NULL;
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CHandle<CASW_Marine> CASW_MarineSpeech::s_hCurrentActor = NULL;
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static int s_Actor1Indices[ASW_NUM_CONVERSATIONS]={
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0, // CONV_NONE,
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ACTOR_CRASH | ACTOR_VEGAS, // CONV_SYNUP,
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ACTOR_CRASH, // CONV_CRASH_COMPLAIN,
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ACTOR_FAITH | ACTOR_BASTILLE, // CONV_MEDIC_COMPLAIN,
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ACTOR_BASTILLE, // CONV_HEALING_CRASH
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ACTOR_VEGAS, // CONV_TEQUILA,
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ACTOR_CRASH, // CONV_CRASH_IDLE,
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ACTOR_FAITH | ACTOR_BASTILLE, // CONV_SERIOUS_INJURY,
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ACTOR_JAEGER, // CONV_STILL_BREATHING,
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ACTOR_SARGE, // CONV_SARGE_IDLE,
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ACTOR_CRASH, // CONV_BIG_ALIEN,
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ACTOR_WILDCAT | ACTOR_WOLFE, // CONV_AUTOGUN
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ACTOR_WOLFE, // CONV_WOLFE_BEST,
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ACTOR_SARGE, // CONV_SARGE_JAEGER_CONV1, (jaeger starts)
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ACTOR_JAEGER, // CONV_SARGE_JAEGER_CONV2, (sarge starts)
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ACTOR_WILDCAT, // CONV_WILDCAT_KILL,
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ACTOR_WOLFE, // CONV_WOLFE_KILL
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ACTOR_SARGE, //CONV_COMPLIMENT_JAEGER, // 17
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ACTOR_JAEGER, //CONV_COMPLIMENT_SARGE, // 18
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ACTOR_WILDCAT, //CONV_COMPLIMENT_WOLFE, // 19
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ACTOR_WOLFE, //CONV_COMPLIMENT_WILDCAT, // 20
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};
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static int s_Actor2Indices[ASW_NUM_CONVERSATIONS]={
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0, // CONV_NONE,
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ACTOR_FAITH | ACTOR_BASTILLE, // CONV_SYNUP,
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ACTOR_BASTILLE, // CONV_CRASH_COMPLAIN,
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ACTOR_ALL, // CONV_MEDIC_COMPLAIN,
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ACTOR_CRASH, // CONV_HEALING_CRASH
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ACTOR_ALL &~ ACTOR_FLYNN, // CONV_TEQUILA,
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ACTOR_SARGE | ACTOR_JAEGER | ACTOR_BASTILLE, // CONV_CRASH_IDLE,
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ACTOR_ALL, // CONV_SERIOUS_INJURY,
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ACTOR_ALL &~ (ACTOR_SARGE | ACTOR_FLYNN | ACTOR_WOLFE), // CONV_STILL_BREATHING,
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ACTOR_SARGE | ACTOR_CRASH, // CONV_SARGE_IDLE,
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ACTOR_SARGE, // CONV_BIG_ALIEN,
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ACTOR_SARGE | ACTOR_JAEGER, // CONV_AUTOGUN
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ACTOR_WILDCAT, // CONV_WOLFE_BEST,
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ACTOR_JAEGER, // CONV_SARGE_JAEGER_CONV1, (sarge is 2nd)
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ACTOR_SARGE, // CONV_SARGE_JAEGER_CONV2, (jaeger is 2nd)
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ACTOR_WOLFE, // CONV_WILDCAT_KILL,
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ACTOR_WILDCAT, // CONV_WOLFE_KILL
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ACTOR_JAEGER, //CONV_COMPLIMENT_JAEGER, // 17
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ACTOR_SARGE, //CONV_COMPLIMENT_SARGE, // 18
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ACTOR_WOLFE, //CONV_COMPLIMENT_WOLFE, // 19
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ACTOR_WILDCAT, //CONV_COMPLIMENT_WILDCAT, // 20
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};
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static int s_ConvChatterLine1[ASW_NUM_CONVERSATIONS]={
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-1, // CONV_NONE,
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CHATTER_SYNUP_SPOTTED, // CONV_SYNUP,
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CHATTER_CRASH_COMPLAIN, // CONV_CRASH_COMPLAIN,
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CHATTER_MEDIC_COMPLAIN, // CONV_MEDIC_COMPLAIN,
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CHATTER_HEALING_CRASH, // CONV_HEALING_CRASH
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CHATTER_TEQUILA_START, // CONV_TEQUILA,
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CHATTER_CRASH_IDLE, // CONV_CRASH_IDLE,
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CHATTER_SERIOUS_INJURY, // CONV_SERIOUS_INJURY,
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CHATTER_STILL_BREATHING, // CONV_STILL_BREATHING,
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CHATTER_SARGE_IDLE, // CONV_SARGE_IDLE,
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CHATTER_BIG_ALIEN_DEAD, // CONV_BIG_ALIEN,
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CHATTER_AUTOGUN, // CONV_AUTOGUN
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CHATTER_WOLFE_BEST, // CONV_WOLFE_BEST,
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CHATTER_SARGE_JAEGER_CONV_1, // CONV_SARGE_JAEGER_CONV1, (jaeger starts)
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CHATTER_SARGE_JAEGER_CONV_2, // CONV_SARGE_JAEGER_CONV2, (sarge starts)
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CHATTER_WILDCAT_KILL, // CONV_WILDCAT_KILL,
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CHATTER_WOLFE_KILL, // CONV_WOLFE_KILL
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CHATTER_COMPLIMENTS_JAEGER, //CONV_COMPLIMENT_JAEGER, // 17
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CHATTER_COMPLIMENTS_SARGE, //CONV_COMPLIMENT_SARGE, // 18
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CHATTER_COMPLIMENTS_WOLFE, //CONV_COMPLIMENT_WOLFE, // 19
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CHATTER_COMPLIMENTS_WILDCAT, //CONV_COMPLIMENT_WILDCAT, // 20
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};
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static int s_ConvChatterLine2[ASW_NUM_CONVERSATIONS]={
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-1, // CONV_NONE,
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CHATTER_SYNUP_REPLY, // CONV_SYNUP,
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CHATTER_CRASH_COMPLAIN_REPLY, // CONV_CRASH_COMPLAIN,
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CHATTER_MEDIC_COMPLAIN_REPLY, // CONV_MEDIC_COMPLAIN,
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CHATTER_HEALING_CRASH_REPLY, // CONV_HEALING_CRASH
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CHATTER_TEQUILA_REPLY, // CONV_TEQUILA,
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CHATTER_CRASH_IDLE_REPLY, // CONV_CRASH_IDLE,
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CHATTER_SERIOUS_INJURY_REPLY, // CONV_SERIOUS_INJURY,
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CHATTER_STILL_BREATHING_REPLY, // CONV_STILL_BREATHING,
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CHATTER_SARGE_IDLE_REPLY, // CONV_SARGE_IDLE,
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CHATTER_BIG_ALIEN_REPLY, // CONV_BIG_ALIEN,
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CHATTER_AUTOGUN_REPLY, // CONV_AUTOGUN
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CHATTER_WOLFE_BEST_REPLY, // CONV_WOLFE_BEST,
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CHATTER_SARGE_JAEGER_CONV_1_REPLY, // CONV_SARGE_JAEGER_CONV1, (jaeger starts)
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CHATTER_SARGE_JAEGER_CONV_2_REPLY, // CONV_SARGE_JAEGER_CONV2, (sarge starts)
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CHATTER_WILDCAT_KILL_REPLY_AHEAD, // CONV_WILDCAT_KILL, NOTE: OR BEHIND...
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CHATTER_WOLFE_KILL_REPLY_AHEAD, // CONV_WOLFE_KILL
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-1, //CONV_COMPLIMENT_JAEGER, // 17
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-1, //CONV_COMPLIMENT_SARGE, // 18
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-1, //CONV_COMPLIMENT_WOLFE, // 19
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-1, //CONV_COMPLIMENT_WILDCAT, // 20
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};
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static int s_ConvNumStages[ASW_NUM_CONVERSATIONS]={
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0, // CONV_NONE,
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2, // CONV_SYNUP,
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3, // CONV_CRASH_COMPLAIN,
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2, // CONV_MEDIC_COMPLAIN,
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3, // CONV_HEALING_CRASH
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3, // CONV_TEQUILA,
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2, // CONV_CRASH_IDLE,
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3, // CONV_SERIOUS_INJURY,
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3, // CONV_STILL_BREATHING,
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3, // CONV_SARGE_IDLE,
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3, // CONV_BIG_ALIEN, // todo:should be 4?
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3, // CONV_AUTOGUN
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3, // CONV_WOLFE_BEST,
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3, // CONV_SARGE_JAEGER_CONV1, (jaeger starts)
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3, // CONV_SARGE_JAEGER_CONV2, (sarge starts)
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3, // CONV_WILDCAT_KILL, NOTE: OR BEHIND...
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3, // CONV_WOLFE_KILL
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1, //CONV_COMPLIMENT_JAEGER, // 17
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1, //CONV_COMPLIMENT_SARGE, // 18
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1, //CONV_COMPLIMENT_WOLFE, // 19
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1, //CONV_COMPLIMENT_WILDCAT, // 20
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};
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/*
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CHATTER_TEQUILA_REPLY_SARGE, // Vegas only
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CHATTER_TEQUILA_REPLY_JAEGER, // Vegas only
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CHATTER_TEQUILA_REPLY_WILDCAT, // Vegas only
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CHATTER_TEQUILA_REPLY_WOLFE, // Vegas only
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CHATTER_TEQUILA_REPLY_FAITH, // Vegas only
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CHATTER_TEQUILA_REPLY_BASTILLE, // Vegas only
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CHATTER_SERIOUS_INJURY_FOLLOW_UP, // faith/bastille only
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CHATTER_FIRST_BLOOD_START, // vegas only
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CHATTER_FIRST_BLOOD_WIN, // vegas only
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CHATTER_WILDCAT_KILL_REPLY_BEHIND,
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CHATTER_WOLFE_KILL_REPLY_BEHIND,
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*/
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bool CASW_MarineSpeech::StartConversation(int iConversation, CASW_Marine *pMarine, CASW_Marine *pSecondMarine)
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{
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if (!pMarine || !pMarine->GetMarineProfile() || iConversation < 0 || iConversation > CONV_COMPLIMENT_WILDCAT
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|| pMarine->GetHealth() <= 0 || pMarine->IsInfested() || pMarine->IsOnFire())
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return false;
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if ( !ASWGameResource() )
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return false;
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CASW_Game_Resource *pGameResource = ASWGameResource();
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// check this marine can start this conversation
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if (! ((1 << pMarine->GetMarineProfile()->m_ProfileIndex) & s_Actor1Indices[iConversation]) )
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return false;
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CASW_Marine *pChosen = NULL;
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if (pSecondMarine != NULL && pSecondMarine->GetMarineProfile()!=NULL)
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{
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// if the other actor was specified, check they can do the conversation
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if (! ((1 << pSecondMarine->GetMarineProfile()->m_ProfileIndex) & s_Actor2Indices[iConversation]) )
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return false;
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if (pSecondMarine->IsInfested() || pMarine->IsOnFire())
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return false;
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pChosen = pSecondMarine;
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}
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else
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{
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// try and find another actor to chat with
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int iNearby = 0;
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for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
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{
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CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
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CASW_Marine *pOtherMarine = pMR ? pMR->GetMarineEntity() : NULL;
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if (pOtherMarine && pOtherMarine != pMarine && (pOtherMarine->GetAbsOrigin().DistTo(pMarine->GetAbsOrigin()) < 600)
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&& pOtherMarine->GetHealth() > 0 && !pOtherMarine->IsInfested() && !pOtherMarine->IsOnFire() && pOtherMarine->GetMarineProfile()
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&& ((1 << pOtherMarine->GetMarineProfile()->m_ProfileIndex) & s_Actor2Indices[iConversation]) )
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iNearby++;
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}
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if (iNearby > 0)
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{
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int iChosen = random->RandomInt(0, iNearby-1);
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for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
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{
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CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
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CASW_Marine *pOtherMarine = pMR ? pMR->GetMarineEntity() : NULL;
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if (pOtherMarine && pOtherMarine != pMarine && (pOtherMarine->GetAbsOrigin().DistTo(pMarine->GetAbsOrigin()) < 600)
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&& pOtherMarine->GetHealth() > 0 && !pOtherMarine->IsInfested() && !pOtherMarine->IsOnFire() && pOtherMarine->GetMarineProfile()
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&& ((1 << pOtherMarine->GetMarineProfile()->m_ProfileIndex) & s_Actor2Indices[iConversation]) )
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{
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if (iChosen <= 0)
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{
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pChosen = pOtherMarine;
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break;
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}
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iChosen--;
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}
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}
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}
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}
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if (!pChosen && iConversation != CONV_SYNUP) // synup doesn't need 2 people to start the conv
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return false;
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if (asw_debug_marine_chatter.GetBool())
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Msg("%f: Starting conv %d successfully, between marines %s and %s\n", gpGlobals->curtime, iConversation, pMarine->GetMarineProfile()->m_ShortName,
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pChosen ? pChosen->GetMarineProfile()->m_ShortName : "no-one");
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s_CurrentConversation = iConversation;
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s_CurrentConversationChatterStage = 0;
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s_hCurrentActor = pMarine;
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s_hActor1 = pMarine;
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s_hActor2 = pChosen;
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s_iCurrentConvLine = s_ConvChatterLine1[iConversation];
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pMarine->GetMarineSpeech()->QueueChatter(s_iCurrentConvLine, gpGlobals->curtime, gpGlobals->curtime + 5.0f);
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return true;
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}
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void CASW_MarineSpeech::StopConversation()
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{
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if (asw_debug_marine_chatter.GetBool())
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Msg("Stopping conversation");
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s_CurrentConversation = CONV_NONE;
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s_CurrentConversationChatterStage = 0;
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s_hCurrentActor = NULL;
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s_hActor1 = NULL;
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s_hActor2 = NULL;
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}
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CASW_MarineSpeech::CASW_MarineSpeech(CASW_Marine *pMarine)
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{
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m_pMarine = pMarine;
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m_fPersonalChatterTime = 0;
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m_SpeechQueue.Purge();
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m_fFriendlyFireTime = 0;
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}
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CASW_MarineSpeech::~CASW_MarineSpeech()
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{
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}
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bool CASW_MarineSpeech::TranslateChatter(int &iChatterType, CASW_Marine_Profile *pProfile)
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{
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if (!pProfile)
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return false;
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// special holding position translations
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if (iChatterType == CHATTER_HOLDING_POSITION)
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{
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if (random->RandomFloat() < ASW_DIRECTIONAL_HOLDING_CHATTER)
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FindDirectionalHoldingChatter(iChatterType);
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}
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// random chance of playing some chatters
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else if (iChatterType == CHATTER_SELECTION)
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{
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// check for using injured version
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if (m_pMarine->IsWounded())
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iChatterType = CHATTER_SELECTION_INJURED;
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}
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return true;
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}
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bool CASW_MarineSpeech::ForceChatter(int iChatterType, int iTimerType)
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{
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if (!m_pMarine || !m_pMarine->GetMarineResource() || (m_pMarine->GetHealth()<=0 && iChatterType != CHATTER_DIE))
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return false;
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CASW_Marine_Profile *pProfile = m_pMarine->GetMarineResource()->GetProfile();
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if (!pProfile)
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return false;
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if (!TranslateChatter(iChatterType, pProfile))
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return false;
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// check for discarding chatter if it only has a random chance of playing and we don't hit
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if (random->RandomFloat() > pProfile->m_fChatterChance[iChatterType])
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return true;
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// if marine doesn't have this line, then don't try playing it
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const char *szChatter = pProfile->m_Chatter[iChatterType];
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if (szChatter[0] == '\0')
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return false;
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InternalPlayChatter(m_pMarine, szChatter, iTimerType, iChatterType);
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return true;
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}
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bool CASW_MarineSpeech::Chatter(int iChatterType, int iSubChatter, CBasePlayer *pOnlyForPlayer)
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{
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if (iChatterType < 0 || iChatterType >= NUM_CHATTER_LINES)
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{
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AssertMsg1( false, "Faulty chatter type %d\n", iChatterType );
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return false;
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}
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if (!m_pMarine || !m_pMarine->GetMarineResource() || (m_pMarine->GetHealth()<=0 && iChatterType != CHATTER_DIE))
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{
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AssertMsg( false, "Absent marine tried to chatter\n" );
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return false;
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}
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CASW_Marine_Profile *pProfile = m_pMarine->GetMarineResource()->GetProfile();
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if (!pProfile)
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{
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AssertMsg1( false, "Marine %s is missing a profile\n", m_pMarine->GetDebugName() );
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return false;
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}
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if (gpGlobals->curtime < GetTeamChatterTime())
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return false;
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if (!TranslateChatter(iChatterType, pProfile))
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return false;
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// check for discarding chatter if some marines are in the middle of a conversation
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if (s_CurrentConversation != CONV_NONE)
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{
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CASW_Marine *pCurrentActor = (s_CurrentConversationChatterStage == 1) ? s_hActor2.Get() : s_hActor1.Get();
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int iCurrentConvLine = s_iCurrentConvLine;
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// if this isn't the right speaker saying the right line...
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if (iChatterType != iCurrentConvLine || m_pMarine != pCurrentActor)
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return false;
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}
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// check for discarding chatter if it only has a random chance of playing and we don't hit
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if (random->RandomFloat() > pProfile->m_fChatterChance[iChatterType])
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return true;
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if (iChatterType == CHATTER_FIRING_AT_ALIEN)
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{
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|
if (gpGlobals->curtime < GetIncomingChatterTime())
|
|
return false;
|
|
|
|
SetIncomingChatterTime(gpGlobals->curtime + ASW_INTERVAL_CHATTER_INCOMING);
|
|
}
|
|
|
|
// if marine doesn't have this line, then don't try playing it
|
|
const char *szChatter = pProfile->m_Chatter[iChatterType];
|
|
if (szChatter[0] == '\0')
|
|
return false;
|
|
|
|
InternalPlayChatter(m_pMarine, szChatter, ASW_CHATTER_TIMER_TEAM, iChatterType, iSubChatter, pOnlyForPlayer);
|
|
return true;
|
|
}
|
|
|
|
bool CASW_MarineSpeech::PersonalChatter(int iChatterType)
|
|
{
|
|
if (iChatterType < 0 || iChatterType >= NUM_CHATTER_LINES)
|
|
return false;
|
|
|
|
if (!m_pMarine || !m_pMarine->GetMarineResource() || (m_pMarine->GetHealth()<=0 && iChatterType != CHATTER_DIE))
|
|
return false;
|
|
|
|
CASW_Marine_Profile *pProfile = m_pMarine->GetMarineResource()->GetProfile();
|
|
if (!pProfile)
|
|
return false;
|
|
|
|
if (gpGlobals->curtime < GetPersonalChatterTime())
|
|
return false;
|
|
|
|
if (!TranslateChatter(iChatterType, pProfile))
|
|
return false;
|
|
|
|
// check for discarding chatter if it only has a random chance of playing and we don't hit
|
|
if (random->RandomFloat() > pProfile->m_fChatterChance[iChatterType])
|
|
return true;
|
|
|
|
// if marine doesn't have this line, then don't try playing it
|
|
const char *szChatter = pProfile->m_Chatter[iChatterType];
|
|
if (szChatter[0] == '\0')
|
|
return false;
|
|
|
|
InternalPlayChatter(m_pMarine, szChatter, ASW_CHATTER_TIMER_PERSONAL, iChatterType);
|
|
return true;
|
|
}
|
|
|
|
|
|
void CASW_MarineSpeech::InternalPlayChatter(CASW_Marine* pMarine, const char* szSoundName, int iSetTimer, int iChatterType, int iSubChatter, CBasePlayer *pOnlyForPlayer)
|
|
{
|
|
if (!pMarine || !ASWGameRules() || iSubChatter >= NUM_SUB_CHATTERS)
|
|
return;
|
|
|
|
if (ASWGameRules()->GetGameState() > ASW_GS_INGAME)
|
|
return;
|
|
|
|
// only allow certain chatters when marine is on fire
|
|
if (pMarine->IsOnFire())
|
|
{
|
|
if (iChatterType != CHATTER_FRIENDLY_FIRE &&
|
|
iChatterType != CHATTER_MEDIC &&
|
|
iChatterType != CHATTER_INFESTED &&
|
|
iChatterType != CHATTER_PAIN_SMALL &&
|
|
iChatterType != CHATTER_PAIN_LARGE &&
|
|
iChatterType != CHATTER_DIE &&
|
|
iChatterType != CHATTER_ON_FIRE)
|
|
return;
|
|
}
|
|
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg("%s playing chatter %s %d\n", pMarine->GetMarineProfile()->m_ShortName, szSoundName, iChatterType);
|
|
|
|
// select a sub chatter
|
|
int iMaxChatter = pMarine->GetMarineProfile()->m_iChatterCount[iChatterType];
|
|
if (iMaxChatter <= 0)
|
|
{
|
|
Msg("Warning, couldn't play chatter of type %d as no sub chatters of that type for this marine\n", iChatterType);
|
|
return;
|
|
}
|
|
if (iSubChatter < 0)
|
|
iSubChatter = random->RandomInt(0, iMaxChatter - 1);
|
|
|
|
// asw temp comment
|
|
CPASAttenuationFilter filter( pMarine );
|
|
//CSoundParameters params;
|
|
//char chatterbuffer[128];
|
|
//Q_snprintf(chatterbuffer, sizeof(chatterbuffer), "%s%d", szSoundName, iSubChatter);
|
|
//if ( pMarine->GetParametersForSound( chatterbuffer, params, NULL ) )
|
|
{
|
|
//if (!params.soundname[0])
|
|
//return;
|
|
|
|
if (iSetTimer != ASW_CHATTER_TIMER_NONE)
|
|
{
|
|
// asw temp comment
|
|
//char *skipped = PSkipSoundChars( params.soundname );
|
|
//float duration = enginesound->GetSoundDuration( skipped );
|
|
//Msg("ingame duration for sound %s is %f\n", skipped, duration);
|
|
float duration = pMarine->GetMarineProfile()->m_fChatterDuration[iChatterType][iSubChatter];
|
|
if (iSetTimer == ASW_CHATTER_TIMER_TEAM)
|
|
{
|
|
// make sure no one else talks until this is done
|
|
SetTeamChatterTime(gpGlobals->curtime + duration);
|
|
SetPersonalChatterTime(gpGlobals->curtime + duration);
|
|
}
|
|
else // ASW_CHATTER_TIMER_PERSONAL
|
|
{
|
|
SetPersonalChatterTime(gpGlobals->curtime + duration);
|
|
}
|
|
}
|
|
|
|
//EmitSound_t ep( params );
|
|
//pMarine->EmitSound( filter, pMarine->entindex(), ep );
|
|
|
|
|
|
// user messages based speech
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = pMarine->GetAbsOrigin();
|
|
data.m_nEntIndex = pMarine->entindex();
|
|
data.m_nDamageType = iChatterType;
|
|
data.m_nMaterial = iSubChatter;
|
|
|
|
if (!pOnlyForPlayer)
|
|
{
|
|
CPASFilter filter( data.m_vOrigin );
|
|
filter.SetIgnorePredictionCull(true);
|
|
DispatchEffect( filter, 0.0, "ASWSpeech", data );
|
|
}
|
|
else
|
|
{
|
|
CSingleUserRecipientFilter filter( pOnlyForPlayer );
|
|
filter.SetIgnorePredictionCull(true);
|
|
DispatchEffect( filter, 0.0, "ASWSpeech", data );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CASW_MarineSpeech::Precache()
|
|
{
|
|
if (!m_pMarine || !m_pMarine->GetMarineResource())
|
|
{
|
|
//Msg("Error: Attempted to precache marine speech when either marine is null or marine has no marine resource.");
|
|
return;
|
|
}
|
|
|
|
CASW_Marine_Profile *profile= m_pMarine->GetMarineResource()->GetProfile();
|
|
// asw temp comment of speech
|
|
profile->PrecacheSpeech(m_pMarine);
|
|
}
|
|
|
|
float CASW_MarineSpeech::GetTeamChatterTime()
|
|
{
|
|
if (!ASWGameRules())
|
|
return 0;
|
|
|
|
return ASWGameRules()->GetChatterTime();
|
|
}
|
|
|
|
float CASW_MarineSpeech::GetIncomingChatterTime()
|
|
{
|
|
if (!ASWGameRules())
|
|
return 0;
|
|
|
|
return ASWGameRules()->GetIncomingChatterTime();
|
|
}
|
|
|
|
void CASW_MarineSpeech::SetTeamChatterTime(float f)
|
|
{
|
|
if ( asw_debug_marine_chatter.GetBool() )
|
|
Msg( "%f:SetTeamChatterTime %f\n", gpGlobals->curtime, f );
|
|
if (ASWGameRules())
|
|
ASWGameRules()->SetChatterTime(f);
|
|
}
|
|
|
|
void CASW_MarineSpeech::SetIncomingChatterTime(float f)
|
|
{
|
|
if ( asw_debug_marine_chatter.GetBool() )
|
|
Msg( "%f:SetIncomingChatterTime %f\n", gpGlobals->curtime, f );
|
|
if (ASWGameRules())
|
|
ASWGameRules()->SetIncomingChatterTime(f);
|
|
}
|
|
|
|
void CASW_MarineSpeech::SetPersonalChatterTime(float f)
|
|
{
|
|
if ( asw_debug_marine_chatter.GetBool() )
|
|
Msg( "%f:SetPersonalChatterTime %f\n", gpGlobals->curtime, f );
|
|
m_fPersonalChatterTime = f;
|
|
}
|
|
|
|
bool CASW_MarineSpeech::FindDirectionalHoldingChatter(int &iChatterType)
|
|
{
|
|
if ( !m_pMarine )
|
|
return false;
|
|
|
|
Vector vecFacing;
|
|
QAngle angHolding(0, m_pMarine->GetHoldingYaw(), 0);
|
|
AngleVectors(angHolding, &vecFacing);
|
|
|
|
// first check there's no other marines standing in front of us
|
|
CASW_Game_Resource *pGameResource = ASWGameResource();
|
|
if (!pGameResource)
|
|
return false;
|
|
int m = pGameResource->GetMaxMarineResources();
|
|
for (int i=0;i<m;i++)
|
|
{
|
|
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
|
|
if (!pMR || !pMR->GetMarineEntity())
|
|
continue;
|
|
|
|
CASW_Marine *pOtherMarine = pMR->GetMarineEntity();
|
|
Vector diff = pOtherMarine->GetAbsOrigin() - m_pMarine->GetAbsOrigin();
|
|
if (diff.Length() > 1000) // if they're too far away, don't count them as blocking our covering area
|
|
continue;
|
|
|
|
// check they're in front
|
|
diff.z = 0;
|
|
diff.NormalizeInPlace();
|
|
if (diff.Dot(vecFacing) < 0.3f)
|
|
continue;
|
|
|
|
// this marine is in front, so we can't do a directional shout
|
|
return false;
|
|
}
|
|
|
|
// do a few traces to roughly check we're not facing a wall
|
|
trace_t tr;
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
NDebugOverlay::Line( m_pMarine->WorldSpaceCenter(), m_pMarine->WorldSpaceCenter() + vecFacing * 300.0f, 255, 0, 0, false, 5.0f );
|
|
UTIL_TraceLine(m_pMarine->WorldSpaceCenter(), m_pMarine->WorldSpaceCenter() + vecFacing * 300.0f, MASK_SOLID, m_pMarine, COLLISION_GROUP_NONE, &tr);
|
|
if (tr.fraction < 1.0f)
|
|
return false;
|
|
|
|
angHolding[YAW] += 30;
|
|
AngleVectors(angHolding, &vecFacing);
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
NDebugOverlay::Line( m_pMarine->WorldSpaceCenter(), m_pMarine->WorldSpaceCenter() + vecFacing * 200.0f, 255, 0, 0, false, 5.0f );
|
|
UTIL_TraceLine(m_pMarine->WorldSpaceCenter(), m_pMarine->WorldSpaceCenter() + vecFacing * 200.0f, MASK_SOLID, m_pMarine, COLLISION_GROUP_NONE, &tr);
|
|
if (tr.fraction < 1.0f)
|
|
return false;
|
|
|
|
angHolding[YAW] -= 60;
|
|
AngleVectors(angHolding, &vecFacing);
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
NDebugOverlay::Line( m_pMarine->WorldSpaceCenter(), m_pMarine->WorldSpaceCenter() + vecFacing * 200.0f, 255, 0, 0, false, 5.0f );
|
|
UTIL_TraceLine(m_pMarine->WorldSpaceCenter(), m_pMarine->WorldSpaceCenter() + vecFacing * 200.0f, MASK_SOLID, m_pMarine, COLLISION_GROUP_NONE, &tr);
|
|
if (tr.fraction < 1.0f)
|
|
return false;
|
|
|
|
// okay, we're good to do a directional, let's see which one to do
|
|
float fYaw = anglemod(m_pMarine->GetHoldingYaw());
|
|
if (fYaw < 40 || fYaw > 320)
|
|
iChatterType = CHATTER_HOLDING_EAST;
|
|
else if (fYaw > 50 && fYaw < 130)
|
|
iChatterType = CHATTER_HOLDING_NORTH;
|
|
else if (fYaw > 140 && fYaw < 220)
|
|
iChatterType = CHATTER_HOLDING_WEST;
|
|
else if (fYaw > 230 && fYaw < 310)
|
|
iChatterType = CHATTER_HOLDING_SOUTH;
|
|
else
|
|
return false; // wasn't facing close enough to a cardinal
|
|
|
|
return true;
|
|
}
|
|
|
|
void CASW_MarineSpeech::QueueChatter(int iChatterType, float fPlayTime, float fMaxPlayTime, CBasePlayer *pOnlyForPlayer)
|
|
{
|
|
if (!m_pMarine || m_pMarine->GetHealth() <= 0)
|
|
return;
|
|
// check this speech isn't already in the queue
|
|
int iCount = m_SpeechQueue.Count();
|
|
for (int i=iCount-1;i>=0;i--)
|
|
{
|
|
if (m_SpeechQueue[i].iChatterType == iChatterType)
|
|
return;
|
|
}
|
|
|
|
if (iChatterType == CHATTER_HOLDING_POSITION) // if marine is holding
|
|
{
|
|
int iCount = m_SpeechQueue.Count();
|
|
for (int i=iCount-1;i>=0;i--)
|
|
{
|
|
if (m_SpeechQueue[i].iChatterType == CHATTER_USE) // then remove any 'confirming move order' type speech queued up
|
|
m_SpeechQueue.Remove(i);
|
|
}
|
|
}
|
|
else if (iChatterType == CHATTER_USE) // if marine is confirming move order
|
|
{
|
|
int iCount = m_SpeechQueue.Count();
|
|
for (int i=iCount-1;i>=0;i--)
|
|
{
|
|
if (m_SpeechQueue[i].iChatterType == CHATTER_HOLDING_POSITION) // then remove any holding position speech queued up
|
|
m_SpeechQueue.Remove(i);
|
|
}
|
|
}
|
|
|
|
// don't FF fire too frequently
|
|
if (iChatterType == CHATTER_FRIENDLY_FIRE)
|
|
{
|
|
if (gpGlobals->curtime < m_fFriendlyFireTime)
|
|
return;
|
|
|
|
m_fFriendlyFireTime = gpGlobals->curtime + ASW_INTERVAL_FF;
|
|
}
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg("%f: queuing speech %d at time %f\n", gpGlobals->curtime, iChatterType, fPlayTime);
|
|
CASW_Queued_Speech entry;
|
|
entry.iChatterType = iChatterType;
|
|
entry.fPlayTime = fPlayTime;
|
|
entry.fMaxPlayTime = fMaxPlayTime;
|
|
entry.hOnlyForPlayer = pOnlyForPlayer;
|
|
m_SpeechQueue.AddToTail(entry);
|
|
}
|
|
|
|
void CASW_MarineSpeech::Update()
|
|
{
|
|
if (!m_pMarine)
|
|
return;
|
|
|
|
int iCount = m_SpeechQueue.Count();
|
|
|
|
// loop backwards because we might remove one
|
|
for (int i=iCount-1;i>=0;i--)
|
|
{
|
|
if (gpGlobals->curtime >= m_SpeechQueue[i].fPlayTime)
|
|
{
|
|
// try to play the queued speech
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg("%f: trying to play queued speech %d\n", gpGlobals->curtime, m_SpeechQueue[i].iChatterType);
|
|
bool bPlay = true;
|
|
|
|
if ((m_SpeechQueue[i].iChatterType == CHATTER_HOLDING_POSITION
|
|
|| m_SpeechQueue[i].iChatterType == CHATTER_USE)
|
|
&& m_pMarine->IsInhabited())
|
|
{
|
|
bPlay = false;
|
|
}
|
|
|
|
if (!bPlay)
|
|
{
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg(" removing queued speech; inappropriate to play it now (marine probably inhabited and this is an AI line)\n");
|
|
m_SpeechQueue.Remove(i);
|
|
continue;
|
|
}
|
|
|
|
if (Chatter(m_SpeechQueue[i].iChatterType, -1, m_SpeechQueue[i].hOnlyForPlayer.Get()))
|
|
{
|
|
if (s_CurrentConversation != CONV_NONE)
|
|
{
|
|
CASW_Marine *pCurrentActor = (s_CurrentConversationChatterStage == 1) ? s_hActor2.Get() : s_hActor1.Get();
|
|
int iCurrentConvLine = s_iCurrentConvLine;
|
|
// if we just finished the currently queued conversation line...
|
|
if (m_SpeechQueue[i].iChatterType == iCurrentConvLine && m_pMarine == pCurrentActor)
|
|
{
|
|
s_CurrentConversationChatterStage++;
|
|
int iNumStages = s_ConvNumStages[s_CurrentConversation];
|
|
|
|
|
|
/*
|
|
CHATTER_WILDCAT_KILL_REPLY_BEHIND,
|
|
CHATTER_WOLFE_KILL_REPLY_BEHIND,
|
|
*/
|
|
|
|
// check all the actors are alive still, etc and we're not at the end of the conversation
|
|
if (s_CurrentConversationChatterStage >= iNumStages
|
|
|| !s_hActor1.Get() || s_hActor1.Get()->GetHealth()<=0
|
|
|| !s_hActor2.Get() || s_hActor2.Get()->GetHealth()<=0)
|
|
{
|
|
StopConversation();
|
|
}
|
|
else
|
|
{
|
|
// queue up the next line
|
|
pCurrentActor = (s_CurrentConversationChatterStage == 1) ? s_hActor2.Get() : s_hActor1.Get();
|
|
iCurrentConvLine = (s_CurrentConversationChatterStage == 0) ? s_ConvChatterLine1[s_CurrentConversation] : s_ConvChatterLine2[s_CurrentConversation];
|
|
// make wolfe/wildcat pick the right line in their conv
|
|
if (s_CurrentConversation == CONV_WILDCAT_KILL)
|
|
{
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg("CONV_WILDCAT_KILL, stage %d\n", s_CurrentConversationChatterStage);
|
|
if (s_CurrentConversationChatterStage == 1) // wolfe replying, does he have more or less kills
|
|
{
|
|
if (GetWildcatAhead())
|
|
iCurrentConvLine = CHATTER_WILDCAT_KILL_REPLY_BEHIND;
|
|
else
|
|
iCurrentConvLine = CHATTER_WILDCAT_KILL_REPLY_AHEAD;
|
|
}
|
|
else if (s_CurrentConversationChatterStage == 2) // wildcat following up
|
|
{
|
|
if (GetWildcatAhead())
|
|
iCurrentConvLine = CHATTER_WILDCAT_KILL_REPLY_AHEAD;
|
|
else
|
|
iCurrentConvLine = CHATTER_WILDCAT_KILL_REPLY_BEHIND;
|
|
}
|
|
}
|
|
else if (s_CurrentConversation == CONV_WOLFE_KILL)
|
|
{
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg("CONV_WILDCAT_KILL, stage %d\n", s_CurrentConversationChatterStage);
|
|
if (s_CurrentConversationChatterStage == 1) // wildcat replying, does he have more or less kills
|
|
{
|
|
if (GetWildcatAhead())
|
|
iCurrentConvLine = CHATTER_WOLFE_KILL_REPLY_AHEAD;
|
|
else
|
|
iCurrentConvLine = CHATTER_WOLFE_KILL_REPLY_BEHIND;
|
|
}
|
|
else if (s_CurrentConversationChatterStage == 2) // wolfe following up
|
|
{
|
|
if (GetWildcatAhead())
|
|
iCurrentConvLine = CHATTER_WOLFE_KILL_REPLY_BEHIND;
|
|
else
|
|
iCurrentConvLine = CHATTER_WOLFE_KILL_REPLY_AHEAD;
|
|
}
|
|
}
|
|
|
|
if (s_CurrentConversationChatterStage == 2)
|
|
{
|
|
if (s_CurrentConversation == CONV_TEQUILA && s_hActor2.Get()->GetMarineProfile())
|
|
{
|
|
int iProfileIndex = s_hActor2.Get()->GetMarineProfile()->m_ProfileIndex;
|
|
// change the line to one appropriate for who we're talking to
|
|
if (iProfileIndex == 0) iCurrentConvLine = CHATTER_TEQUILA_REPLY_SARGE;
|
|
else if (iProfileIndex == 1) iCurrentConvLine = CHATTER_TEQUILA_REPLY_JAEGER;
|
|
else if (iProfileIndex == 2) iCurrentConvLine = CHATTER_TEQUILA_REPLY_WILDCAT;
|
|
else if (iProfileIndex == 3) iCurrentConvLine = CHATTER_TEQUILA_REPLY_WOLFE;
|
|
else if (iProfileIndex == 4) iCurrentConvLine = CHATTER_TEQUILA_REPLY_FAITH;
|
|
else if (iProfileIndex == 5) iCurrentConvLine = CHATTER_TEQUILA_REPLY_BASTILLE;
|
|
else iCurrentConvLine = -1;
|
|
}
|
|
else if (s_CurrentConversation == CONV_SERIOUS_INJURY)
|
|
{
|
|
iCurrentConvLine = CHATTER_SERIOUS_INJURY_FOLLOW_UP;
|
|
}
|
|
}
|
|
|
|
if (iCurrentConvLine == -1 || s_hActor2.Get()==NULL)
|
|
StopConversation();
|
|
else
|
|
{
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg("Queuing up the next line in this conversation %d\n", iCurrentConvLine);
|
|
s_iCurrentConvLine = iCurrentConvLine;
|
|
pCurrentActor->GetMarineSpeech()->QueueChatter(iCurrentConvLine, GetTeamChatterTime() + 0.05f, GetTeamChatterTime() + 60.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg(" and removing the speech (%d) since it played ok (or failed the chance to play)\n", m_SpeechQueue[i].iChatterType);
|
|
m_SpeechQueue.Remove(i);
|
|
}
|
|
else
|
|
{
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg(" didn't play ok, trying to requeue\n");
|
|
m_SpeechQueue[i].fPlayTime = GetTeamChatterTime() + 0.05f; // try and queue it up for when we next have a gap
|
|
if (m_SpeechQueue[i].fPlayTime > m_SpeechQueue[i].fMaxPlayTime) // if it's too late, then abort
|
|
{
|
|
if (asw_debug_marine_chatter.GetBool())
|
|
Msg(" but out of time!\n");
|
|
m_SpeechQueue.Remove(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CASW_MarineSpeech::GetWildcatAhead()
|
|
{
|
|
int iWildcatKills = 0;
|
|
int iWolfeKills = 0;
|
|
|
|
if ( !ASWGameResource() )
|
|
return false;
|
|
|
|
CASW_Game_Resource *pGameResource = ASWGameResource();
|
|
for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
|
|
{
|
|
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
|
|
|
|
if (pMR && pMR->GetProfile() && pMR->GetProfile()->m_VoiceType == ASW_VOICE_WILDCAT)
|
|
iWildcatKills = pMR->m_iAliensKilled;
|
|
else if (pMR && pMR->GetProfile() && pMR->GetProfile()->m_VoiceType == ASW_VOICE_WOLFE)
|
|
iWolfeKills = pMR->m_iAliensKilled;
|
|
}
|
|
return iWildcatKills > iWolfeKills;
|
|
}
|
|
|
|
struct MarineFlavorSpeech
|
|
{
|
|
unsigned char uchChatterType;
|
|
unsigned char uchSubChatter;
|
|
};
|
|
|
|
const int g_nNumFlavorSpeech = 25;
|
|
|
|
MarineFlavorSpeech g_MarineFlavorSpeech[ g_nNumFlavorSpeech ][ ASW_VOICE_TYPE_TOTAL ] =
|
|
{
|
|
{
|
|
{ 44, 1 }, // Sarge
|
|
{ 1,0 }, // Jaeger
|
|
{ 3,1 }, // Wildcat
|
|
{ 0,0 }, // Wolf
|
|
{ 0,1 }, // Faith
|
|
{ 2,2 }, // Bastille
|
|
{ 0,1 }, // Crash
|
|
{ 0,0 }, // Flynn
|
|
{ 0,1 }, // Vegas
|
|
},
|
|
{
|
|
{ 123, 0 }, // Sarge
|
|
{ 3,5 }, // Jaeger
|
|
{ 3,2 }, // Wildcat
|
|
{ 1,0 }, // Wolf
|
|
{ 1,3 }, // Faith
|
|
{ 2,3 }, // Bastille
|
|
{ 1,1 }, // Crash
|
|
{ 1,1 }, // Flynn
|
|
{ 1,2 }, // Vegas
|
|
},
|
|
{
|
|
{ 123, 2 }, // Sarge
|
|
{ 3,10 }, // Jaeger
|
|
{ 3,4 }, // Wildcat
|
|
{ 1,3 }, // Wolf
|
|
{ 2,2 }, // Faith
|
|
{ 3,0 }, // Bastille
|
|
{ 2,0 }, // Crash
|
|
{ 3,0 }, // Flynn
|
|
{ 2,1 }, // Vegas
|
|
},
|
|
{
|
|
{ 104, 0 }, // Sarge
|
|
{ 3,12 }, // Jaeger
|
|
{ 3,5 }, // Wildcat
|
|
{ 2,0 }, // Wolf
|
|
{ 2,0 }, // Faith
|
|
{ 3,8 }, // Bastille
|
|
{ 3,3 }, // Crash
|
|
{ 3,2 }, // Flynn
|
|
{ 3,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 104, 1 }, // Sarge
|
|
{ 3,13 }, // Jaeger
|
|
{ 3,6 }, // Wildcat
|
|
{ 3,1 }, // Wolf
|
|
{ 3,4 }, // Faith
|
|
{ 3,10 }, // Bastille
|
|
{ 3,4 }, // Crash
|
|
{ 123,0 }, // Flynn
|
|
{ 3,2 }, // Vegas
|
|
},
|
|
{
|
|
{ 114, 1 }, // Sarge
|
|
{ 3,9 }, // Jaeger
|
|
{ 0,0 }, // Wildcat
|
|
{ 3,0 }, // Wolf
|
|
{ 3,7 }, // Faith
|
|
{ 3,11 }, // Bastille
|
|
{ 27,2 }, // Crash
|
|
{ 3,5 }, // Flynn
|
|
{ 3,8 }, // Vegas
|
|
},
|
|
{
|
|
{ 2, 2 }, // Sarge
|
|
{ 3,7 }, // Jaeger
|
|
{ 1,2 }, // Wildcat
|
|
{ 3,2 }, // Wolf
|
|
{ 3,3 }, // Faith
|
|
{ 3,13 }, // Bastille
|
|
{ 54,3 }, // Crash
|
|
{ 3,3 }, // Flynn
|
|
{ 3,5 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 5 }, // Sarge
|
|
{ 3,6 }, // Jaeger
|
|
{ 45,1 }, // Wildcat
|
|
{ 3,3 }, // Wolf
|
|
{ 3,8 }, // Faith
|
|
{ 3,0 }, // Bastille
|
|
{ 72,4 }, // Crash
|
|
{ 3,1 }, // Flynn
|
|
{ 6,3 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 7 }, // Sarge
|
|
{ 3,2 }, // Jaeger
|
|
{ 54,1 }, // Wildcat
|
|
{ 3,6 }, // Wolf
|
|
{ 3,9 }, // Faith
|
|
{ 3,15 }, // Bastille
|
|
{ 73,1 }, // Crash
|
|
{ 5,3 }, // Flynn
|
|
{ 45,1 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 8 }, // Sarge
|
|
{ 5,2 }, // Jaeger
|
|
{ 61,0 }, // Wildcat
|
|
{ 3,4 }, // Wolf
|
|
{ 54,2 }, // Faith
|
|
{ 3,5 }, // Bastille
|
|
{ 75,4 }, // Crash
|
|
{ 75,0 }, // Flynn
|
|
{ 47,2 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 12 }, // Sarge
|
|
{ 54,3 }, // Jaeger
|
|
{ 3,3 }, // Wildcat
|
|
{ 3,5 }, // Wolf
|
|
{ 54,3 }, // Faith
|
|
{ 45,2 }, // Bastille
|
|
{ 75,4 }, // Crash
|
|
{ 61,0 }, // Flynn
|
|
{ 54,2 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 2 }, // Sarge
|
|
{ 54,4 }, // Jaeger
|
|
{ 108,1 }, // Wildcat
|
|
{ 3,6 }, // Wolf
|
|
{ 71,2 }, // Faith
|
|
{ 54,1 }, // Bastille
|
|
{ 61,2 }, // Crash
|
|
{ 123,0 }, // Flynn
|
|
{ 54,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 9 }, // Sarge
|
|
{ 108,0 }, // Jaeger
|
|
{ 63,0 }, // Wildcat
|
|
{ 66,2 }, // Wolf
|
|
{ 84,1 }, // Faith
|
|
{ 69,13 }, // Bastille
|
|
{ 82,0 }, // Crash
|
|
{ 85,0 }, // Flynn
|
|
{ 54,3 }, // Vegas
|
|
},
|
|
{
|
|
{ 47, 1 }, // Sarge
|
|
{ 101,0 }, // Jaeger
|
|
{ 4,0 }, // Wildcat
|
|
{ 123,3 }, // Wolf
|
|
{ 0,1 }, // Faith
|
|
{ 69,18 }, // Bastille
|
|
{ 96,0 }, // Crash
|
|
{ 0,0 }, // Flynn
|
|
{ 72,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 52, 2 }, // Sarge
|
|
{ 1,0 }, // Jaeger
|
|
{ 3,1 }, // Wildcat
|
|
{ 110,8 }, // Wolf
|
|
{ 1,3 }, // Faith
|
|
{ 69,10 }, // Bastille
|
|
{ 2,1 }, // Crash
|
|
{ 85, }, // Flynn
|
|
{ 73,7 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 13 }, // Sarge
|
|
{ 3,5 }, // Jaeger
|
|
{ 3,2 }, // Wildcat
|
|
{ 85,0 }, // Wolf
|
|
{ 2,2 }, // Faith
|
|
{ 71,0 }, // Bastille
|
|
{ 3,5 }, // Crash
|
|
{ 1,1 }, // Flynn
|
|
{ 75,4 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 14 }, // Sarge
|
|
{ 3,10 }, // Jaeger
|
|
{ 3,4 }, // Wildcat
|
|
{ 0,0 }, // Wolf
|
|
{ 2,0 }, // Faith
|
|
{ 61,0 }, // Bastille
|
|
{ 0,1 }, // Crash
|
|
{ 3,0 }, // Flynn
|
|
{ 61,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 14 }, // Sarge
|
|
{ 3,12 }, // Jaeger
|
|
{ 3,5 }, // Wildcat
|
|
{ 1,0 }, // Wolf
|
|
{ 3,4 }, // Faith
|
|
{ 123,11 }, // Bastille
|
|
{ 1,3 }, // Crash
|
|
{ 3,2 }, // Flynn
|
|
{ 61,1 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 16 }, // Sarge
|
|
{ 3,13 }, // Jaeger
|
|
{ 3,6 }, // Wildcat
|
|
{ 1,3 }, // Wolf
|
|
{ 3,7 }, // Faith
|
|
{ 123,7 }, // Bastille
|
|
{ 2,0 }, // Crash
|
|
{ 1,1 }, // Flynn
|
|
{ 61,2 }, // Vegas
|
|
},
|
|
{
|
|
{ 3, 17 }, // Sarge
|
|
{ 3,9 }, // Jaeger
|
|
{ 0,0 }, // Wildcat
|
|
{ 2,0 }, // Wolf
|
|
{ 3,3 }, // Faith
|
|
{ 83,0 }, // Bastille
|
|
{ 3,3 }, // Crash
|
|
{ 3,5 }, // Flynn
|
|
{ 63,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 61, 1 }, // Sarge
|
|
{ 3,7 }, // Jaeger
|
|
{ 1,2 }, // Wildcat
|
|
{ 3,1 }, // Wolf
|
|
{ 3,8 }, // Faith
|
|
{ 84,1 }, // Bastille
|
|
{ 3,4 }, // Crash
|
|
{ 3,3 }, // Flynn
|
|
{ 112,1 }, // Vegas
|
|
},
|
|
{
|
|
{ 61, 2 }, // Sarge
|
|
{ 3,6 }, // Jaeger
|
|
{ 45,1 }, // Wildcat
|
|
{ 3,0 }, // Wolf
|
|
{ 3,0 }, // Faith
|
|
{ 87,0 }, // Bastille
|
|
{ 27,2 }, // Crash
|
|
{ 3,1 }, // Flynn
|
|
{ 112,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 1, 1 }, // Sarge
|
|
{ 3,2 }, // Jaeger
|
|
{ 54,1 }, // Wildcat
|
|
{ 3,2 }, // Wolf
|
|
{ 3,9 }, // Faith
|
|
{ 98,1 }, // Bastille
|
|
{ 54,3 }, // Crash
|
|
{ 5,3 }, // Flynn
|
|
{ 88,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 1, 3 }, // Sarge
|
|
{ 5,2 }, // Jaeger
|
|
{ 61,0 }, // Wildcat
|
|
{ 3,4 }, // Wolf
|
|
{ 54,2 }, // Faith
|
|
{ 99,0 }, // Bastille
|
|
{ 72,4 }, // Crash
|
|
{ 75,0 }, // Flynn
|
|
{ 99,0 }, // Vegas
|
|
},
|
|
{
|
|
{ 38, 2 }, // Sarge
|
|
{ 54,3 }, // Jaeger
|
|
{ 3,3 }, // Wildcat
|
|
{ 3,5 }, // Wolf
|
|
{ 54,3 }, // Faith
|
|
{ 2,2 }, // Bastille
|
|
{ 73,1 }, // Crash
|
|
{ 61,0 }, // Flynn
|
|
{ 102,0 }, // Vegas
|
|
},
|
|
};
|
|
|
|
bool CASW_MarineSpeech::ClientRequestChatter(int iChatterType, int iSubChatter)
|
|
{
|
|
CASW_Marine_Profile *pProfile = m_pMarine->GetMarineResource()->GetProfile();
|
|
if ( !pProfile )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( iChatterType == -1 )
|
|
{
|
|
int nRandomSpeech = RandomInt( 0, g_nNumFlavorSpeech - 1 );
|
|
iChatterType = g_MarineFlavorSpeech[ nRandomSpeech ][ pProfile->GetVoiceType() ].uchChatterType;
|
|
iSubChatter = g_MarineFlavorSpeech[ nRandomSpeech ][ pProfile->GetVoiceType() ].uchSubChatter;
|
|
}
|
|
|
|
// todo: disallow some chatter types (misleading or annoying ones like onfire, infested, etc)
|
|
if (iChatterType < 0 || iChatterType >= NUM_CHATTER_LINES)
|
|
{
|
|
AssertMsg1( false, "Faulty chatter type %d\n", iChatterType );
|
|
return false;
|
|
}
|
|
|
|
if (!m_pMarine || !m_pMarine->GetMarineResource() || (m_pMarine->GetHealth()<=0 && iChatterType != CHATTER_DIE))
|
|
{
|
|
AssertMsg( false, "Absent marine tried to chatter\n" );
|
|
return false;
|
|
}
|
|
|
|
if (gpGlobals->curtime < GetTeamChatterTime())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//if (!TranslateChatter(iChatterType, pProfile))
|
|
//return false;
|
|
|
|
// if marine doesn't have this line, then don't try playing it
|
|
const char *szChatter = pProfile->m_Chatter[iChatterType];
|
|
if (szChatter[0] == '\0')
|
|
{
|
|
return false;
|
|
}
|
|
|
|
InternalPlayChatter(m_pMarine, szChatter, ASW_CHATTER_TIMER_TEAM, iChatterType, iSubChatter);
|
|
return true;
|
|
}
|
|
|
|
bool CASW_MarineSpeech::AllowCalmConversations(int iConversation)
|
|
{
|
|
if (ASWGameRules() && ASWGameRules()->m_fLastFireTime > gpGlobals->curtime - ASW_CALM_CHATTER_TIME)
|
|
return false;
|
|
|
|
return true;
|
|
} |