Shadow Walker: Fixed bug that replaced custom weapons with crowbars upon loading a saved game

This commit is contained in:
1upD 2018-10-28 22:41:12 -04:00
parent f39b752adc
commit 4368e27adf
5 changed files with 95 additions and 41 deletions

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@ -0,0 +1,22 @@
// Custom melee weapon - used by npc_shadow_walker for weapon model overrides
WeaponData
{
// This will be replaced in code
"playermodel" "models/weapons/w_crowbar.mdl"
"anim_prefix" "crowbar"
"clip_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"
}
}

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@ -0,0 +1,24 @@
weapon_manifest
{
"file" "scripts/weapon_357.txt"
"file" "scripts/weapon_alyxgun.txt"
"file" "scripts/weapon_annabelle.txt"
"file" "scripts/weapon_ar2.txt"
"file" "scripts/weapon_bugbait.txt"
"file" "scripts/weapon_citizenpackage.txt"
"file" "scripts/weapon_citizensuitcase.txt"
"file" "scripts/weapon_crossbow.txt"
"file" "scripts/weapon_crowbar.txt"
"file" "scripts/weapon_cubemap.txt"
"file" "scripts/weapon_frag.txt"
"file" "scripts/weapon_physcannon.txt"
"file" "scripts/weapon_physgun.txt"
"file" "scripts/weapon_pistol.txt"
"file" "scripts/weapon_rpg.txt"
"file" "scripts/weapon_shotgun.txt"
"file" "scripts/weapon_smg1.txt"
"file" "scripts/weapon_stunstick.txt"
// Custom
"file" "scripts/weapon_custommelee.txt"
}

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@ -127,12 +127,13 @@ void CNPC_ShadowWalker::FixupWeapon()
// If no weapons supplied, give a crowbar
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon == NULL) {
CWeaponCustomMelee * pMeleeWeapon = (CWeaponCustomMelee *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
CWeaponCustomMelee *pMeleeWeapon = (CWeaponCustomMelee*)CreateEntityByName("weapon_custommelee");
// Apply weapon model override
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
pMeleeWeapon->m_iszWeaponModelName = this->m_iszWeaponModelName;
}
// Default custom weapon model
else {
pMeleeWeapon->m_iszWeaponModelName = MAKE_STRING("models/props_canal/mattpipe.mdl");
}

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@ -40,19 +40,19 @@ class CNPC_ShadowWalker : public CAI_CustomNPCBase
DECLARE_CLASS(CNPC_ShadowWalker, CAI_CustomNPCBase);
public:
void Precache(void);
void Spawn(void);
Class_T Classify(void);
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int SelectScheduleRetrieveItem();
virtual int SelectScheduleWander();
virtual int SelectSchedule();
virtual int SelectIdleSchedule();
virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule();
virtual float GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence);
virtual Activity NPC_TranslateActivity(Activity eNewActivity);
virtual int TranslateSchedule(int scheduleType);
void Precache(void);
void Spawn(void);
Class_T Classify(void);
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int SelectScheduleRetrieveItem();
virtual int SelectScheduleWander();
virtual int SelectSchedule();
virtual int SelectIdleSchedule();
virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule();
virtual float GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence);
virtual Activity NPC_TranslateActivity(Activity eNewActivity);
virtual int TranslateSchedule(int scheduleType);
// Sounds
virtual void PlaySound(string_t soundname, bool optional);
@ -64,42 +64,42 @@ public:
virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); };
virtual void FoundEnemySound(void);
void Activate();
void FixupWeapon();
void Activate();
void FixupWeapon();
// Inputs
virtual void InputSetSpeedModifier(inputdata_t &inputdata);
virtual void InputEnableOpenDoors(inputdata_t &inputdata);
virtual void InputDisableOpenDoors(inputdata_t &inputdata);
virtual void InputEnablePickupWeapons(inputdata_t &inputdata);
virtual void InputDisablePickupWeapons(inputdata_t &inputdata);
virtual void InputSetSpeedModifier(inputdata_t &inputdata);
virtual void InputEnableOpenDoors(inputdata_t &inputdata);
virtual void InputDisableOpenDoors(inputdata_t &inputdata);
virtual void InputEnablePickupWeapons(inputdata_t &inputdata);
virtual void InputDisablePickupWeapons(inputdata_t &inputdata);
DECLARE_DATADESC();
string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
string_t m_iszFearSound; // Path/filename of WAV file to play.
string_t m_iszDeathSound; // Path/filename of WAV file to play.
string_t m_iszIdleSound; // Path/filename of WAV file to play.
string_t m_iszPainSound; // Path/filename of WAV file to play.
string_t m_iszAlertSound; // Path/filename of WAV file to play.
string_t m_iszLostEnemySound; // Path/filename of WAV file to play.
string_t m_iszFoundEnemySound; // Path/filename of WAV file to play.
string_t m_iszFearSound; // Path/filename of WAV file to play.
string_t m_iszDeathSound; // Path/filename of WAV file to play.
string_t m_iszIdleSound; // Path/filename of WAV file to play.
string_t m_iszPainSound; // Path/filename of WAV file to play.
string_t m_iszAlertSound; // Path/filename of WAV file to play.
string_t m_iszLostEnemySound; // Path/filename of WAV file to play.
string_t m_iszFoundEnemySound; // Path/filename of WAV file to play.
DEFINE_CUSTOM_AI;
private:
bool HasRangedWeapon();
void PrecacheNPCSoundScript(string_t* SoundName, string_t defaultSoundName);
bool HasRangedWeapon();
void PrecacheNPCSoundScript(string_t* SoundName, string_t defaultSoundName);
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_bCanPickupWeapons; // If true, this NPC is able to pick up weapons off of the ground just like npc_citizen.
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
float m_flNextFoundEnemySoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flSpeedModifier; // Modifier to apply to move distance
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_bCanPickupWeapons; // If true, this NPC is able to pick up weapons off of the ground just like npc_citizen.
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
float m_flNextFoundEnemySoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flSpeedModifier; // Modifier to apply to move distance
};

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@ -15,14 +15,21 @@ class CWeaponCustomMelee : public CWeaponCrowbar
DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
const char *GetWorldModel() const { return m_iszWeaponModelName.ToCStr(); }
void SetPickupTouch(void) { /* do nothing */ }
virtual void Drop(const Vector &vecVelocity);
public:
string_t m_iszWeaponModelName;
DECLARE_DATADESC();
};
void CWeaponCustomMelee::Drop(const Vector &vecVelocity)
{
BaseClass::Drop(vecVelocity);
AddSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP);
}
LINK_ENTITY_TO_CLASS(weapon_custommelee, CWeaponCustomMelee);
BEGIN_DATADESC(CWeaponCustomMelee)
DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
END_DATADESC()