Added key field to disable door opening behavior

This commit is contained in:
Derek Dik 2018-10-17 16:40:25 -04:00
parent 628bc79728
commit 3ef753b341

View File

@ -81,6 +81,7 @@ private:
bool m_bUseBothSquadSlots; // If true use two squad slots, if false use one squad slot
bool m_bCannotOpenDoors; // If true, this NPC cannot open doors. The condition is reversed because originally it could.
bool m_bWanderToggle; // Boolean to toggle wandering / standing every think cycle
float m_flNextSoundTime; // Next time at which this NPC is allowed to play an NPC sound
};
@ -104,6 +105,7 @@ BEGIN_DATADESC(CNPC_ShadowWalker)
DEFINE_KEYFIELD(m_iszLostEnemySound, FIELD_SOUNDNAME, "LostEnemySound"),
DEFINE_KEYFIELD(m_iszFoundEnemySound, FIELD_SOUNDNAME, "FoundEnemySound"),
DEFINE_KEYFIELD(m_bUseBothSquadSlots, FIELD_BOOLEAN, "UseBothSquadSlots"),
DEFINE_KEYFIELD(m_bCannotOpenDoors, FIELD_BOOLEAN, "CannotOpenDoors"),
DEFINE_FIELD(m_bWanderToggle, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME)
@ -203,8 +205,12 @@ void CNPC_ShadowWalker::Spawn( void )
CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2);
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 || bits_CAP_INNATE_MELEE_ATTACK2);
CapabilitiesAdd(bits_CAP_DUCK | bits_CAP_DOORS_GROUP);
CapabilitiesAdd(bits_CAP_DUCK);
CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
if (!m_bCannotOpenDoors) {
CapabilitiesAdd(bits_CAP_DOORS_GROUP);
}
}
CapabilitiesAdd(bits_CAP_MOVE_GROUND);