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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-04-20 16:32:30 +03:00
Shadow Walker: WIP extract most shadow walker functionality into base class
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6284c20d20
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5416871138
@ -294,7 +294,7 @@ bool CNPC_BaseCustomNPC::HasRangedWeapon()
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if (pWeapon)
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return !(FClassnameIs(pWeapon, "weapon_crowbar") || FClassnameIs(pWeapon, "weapon_stunstick"));
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return !(FClassnameIs(pWeapon, "weapon_crowbar") || FClassnameIs(pWeapon, "weapon_stunstick") || FClassnameIs(pWeapon, "weapon_custommelee"));
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return false;
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}
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@ -13,10 +13,8 @@
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#include "cbase.h"
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#include "npc_shadow_walker.h"
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#include "ai_hull.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "basehlcombatweapon_shared.h"
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#include "ai_squadslot.h"
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#include "weapon_custom_melee.h"
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@ -25,13 +23,15 @@
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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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//---------------------------------------------------------
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// Constants
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//---------------------------------------------------------
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const float MIN_TIME_NEXT_SOUND = 0.5f;
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const float MAX_TIME_NEXT_SOUND = 1.0f;
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const float MIN_TIME_NEXT_FOUNDENEMY_SOUND = 2.0f;
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const float MAX_TIME_NEXT_FOUNDENEMY_SOUND = 5.0f;
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the custom schedules
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InitCustomSchedules(void)
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{
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INIT_CUSTOM_AI(CNPC_ShadowWalker);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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@ -183,41 +183,6 @@ int CNPC_ShadowWalker::SelectFailSchedule(int failedSchedule, int failedTask, AI
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return BaseClass::SelectFailSchedule(failedSchedule, failedTask, taskFailCode);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Select a schedule to retrieve better weapons if they are available.
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//-----------------------------------------------------------------------------
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int CNPC_ShadowWalker::SelectScheduleRetrieveItem()
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{
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if (m_bCanPickupWeapons && HasCondition(COND_BETTER_WEAPON_AVAILABLE))
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{
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CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable(WEAPON_SEARCH_DELTA));
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if (pWeapon)
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{
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m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0;
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// Now lock the weapon for several seconds while we go to pick it up.
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pWeapon->Lock(10.0, this);
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SetTarget(pWeapon);
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return SCHED_NEW_WEAPON;
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}
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}
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return SCHED_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Select a schedule to retrieve better weapons if they are available.
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//-----------------------------------------------------------------------------
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int CNPC_ShadowWalker::SelectScheduleWander()
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{
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m_bWanderToggle = !m_bWanderToggle;
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if (m_bWanderToggle) {
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return SCHED_IDLE_WANDER;
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}
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else {
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return SCHED_NONE;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Select a schedule to execute based on conditions.
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// This is the most critical AI method.
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@ -433,16 +398,6 @@ int CNPC_ShadowWalker::SelectCombatSchedule()
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return SCHED_FAIL;
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}
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bool CNPC_ShadowWalker::HasRangedWeapon()
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{
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if (pWeapon)
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return !(FClassnameIs(pWeapon, "weapon_crowbar") || FClassnameIs(pWeapon, "weapon_stunstick") || FClassnameIs(pWeapon, "weapon_custommelee"));
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override base class schedules
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//-----------------------------------------------------------------------------
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@ -482,111 +437,6 @@ Activity CNPC_ShadowWalker::NPC_TranslateActivity(Activity activity)
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play sound when an enemy is spotted. This sound has a separate
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// timer from other sounds to prevent looping if the NPC gets caught
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// in a 'found enemy' condition.
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::FoundEnemySound(void)
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{
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if (gpGlobals->curtime > m_flNextFoundEnemySoundTime)
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{
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m_flNextFoundEnemySoundTime = gpGlobals->curtime + random->RandomFloat(MIN_TIME_NEXT_FOUNDENEMY_SOUND, MAX_TIME_NEXT_FOUNDENEMY_SOUND);
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PlaySound(m_iszFoundEnemySound, true);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play NPC soundscript
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::PlaySound(string_t soundname, bool required /*= false */)
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{
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// TODO: Check if silent
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if (required || gpGlobals->curtime > m_flNextSoundTime)
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{
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m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(MIN_TIME_NEXT_SOUND, MAX_TIME_NEXT_SOUND);
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//CPASAttenuationFilter filter2(this, STRING(soundname));
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EmitSound(STRING(soundname));
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Assign a default soundscript if none is provided, then precache
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::PrecacheNPCSoundScript(string_t * SoundName, string_t defaultSoundName)
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{
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if (!SoundName) {
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*SoundName = defaultSoundName;
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}
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PrecacheScriptSound(STRING(*SoundName));
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get movement speed, multipled by modifier
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//-----------------------------------------------------------------------------
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float CNPC_ShadowWalker::GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence)
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{
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float t = SequenceDuration(pStudioHdr, iSequence);
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if (t > 0)
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{
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return (GetSequenceMoveDist(pStudioHdr, iSequence) * m_flSpeedModifier / t);
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}
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else
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{
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return 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to change the speed of the NPC
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputSetSpeedModifier(inputdata_t &inputdata)
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{
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this->m_flSpeedModifier = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to enable opening doors
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputEnableOpenDoors(inputdata_t &inputdata)
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{
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m_bCannotOpenDoors = false;
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if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
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{
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CapabilitiesAdd(bits_CAP_DOORS_GROUP);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to enable opening doors
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputDisableOpenDoors(inputdata_t &inputdata)
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{
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m_bCannotOpenDoors = true;
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if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
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{
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CapabilitiesRemove(bits_CAP_DOORS_GROUP);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to enable weapon pickup behavior
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputEnablePickupWeapons(inputdata_t &inputdata)
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{
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m_bCanPickupWeapons = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to enable weapon pickup behavior
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputDisablePickupWeapons(inputdata_t &inputdata)
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{
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m_bCanPickupWeapons = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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@ -12,168 +12,40 @@
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "ai_basenpc.h"
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#include "ai_blended_movement.h"
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#include "ai_behavior_actbusy.h"
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#include "npc_base_custom.h"
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//=========================================================
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// schedules
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//=========================================================
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enum
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class CNPC_ShadowWalker : public CNPC_BaseCustomNPC
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{
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SCHED_MELEE_ATTACK_NOINTERRUPT = LAST_SHARED_SCHEDULE,
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SCHED_HIDE,
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LAST_SHADOW_WALKER_SCHED
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};
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//=========================================================
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//=========================================================
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typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_CustomNPCBase;
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class CNPC_ShadowWalker : public CAI_CustomNPCBase
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{
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DECLARE_CLASS(CNPC_ShadowWalker, CAI_CustomNPCBase);
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DECLARE_CLASS(CNPC_ShadowWalker, CNPC_BaseCustomNPC);
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public:
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void Precache(void);
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void Spawn(void);
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Class_T Classify(void);
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virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
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virtual int SelectScheduleRetrieveItem();
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virtual int SelectScheduleWander();
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virtual int SelectSchedule();
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virtual int SelectIdleSchedule();
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virtual int SelectAlertSchedule();
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virtual int SelectCombatSchedule();
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virtual float GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence);
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virtual Activity NPC_TranslateActivity(Activity eNewActivity);
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virtual int TranslateSchedule(int scheduleType);
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// Sounds
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virtual void PlaySound(string_t soundname, bool optional);
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virtual void DeathSound(const CTakeDamageInfo &info) { PlaySound(m_iszDeathSound, true); }
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virtual void AlertSound(void) { PlaySound(m_iszAlertSound, false); };
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virtual void IdleSound(void) { PlaySound(m_iszIdleSound, false); };
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virtual void PainSound(const CTakeDamageInfo &info) { PlaySound(m_iszPainSound, true); };
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virtual void FearSound(void) { PlaySound(m_iszFearSound, false); };
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virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); };
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virtual void FoundEnemySound(void);
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void Activate();
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void FixupWeapon();
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// Inputs
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virtual void InputSetSpeedModifier(inputdata_t &inputdata);
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virtual void InputEnableOpenDoors(inputdata_t &inputdata);
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virtual void InputDisableOpenDoors(inputdata_t &inputdata);
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virtual void InputEnablePickupWeapons(inputdata_t &inputdata);
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virtual void InputDisablePickupWeapons(inputdata_t &inputdata);
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DECLARE_DATADESC();
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string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
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string_t m_iszFearSound; // Path/filename of WAV file to play.
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string_t m_iszDeathSound; // Path/filename of WAV file to play.
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string_t m_iszIdleSound; // Path/filename of WAV file to play.
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string_t m_iszPainSound; // Path/filename of WAV file to play.
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string_t m_iszAlertSound; // Path/filename of WAV file to play.
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string_t m_iszLostEnemySound; // Path/filename of WAV file to play.
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string_t m_iszFoundEnemySound; // Path/filename of WAV file to play.
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DEFINE_CUSTOM_AI;
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private:
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bool HasRangedWeapon();
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void PrecacheNPCSoundScript(string_t* SoundName, string_t defaultSoundName);
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bool m_bUseBothSquadSlots; // If true use two squad slots, if false use one squad slot
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bool m_bCannotOpenDoors; // If true, this NPC cannot open doors. The condition is reversed because originally it could.
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bool m_bCanPickupWeapons; // If true, this NPC is able to pick up weapons off of the ground just like npc_citizen.
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bool m_bWanderToggle; // Boolean to toggle wandering / standing every think cycle
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float m_flNextSoundTime; // Next time at which this NPC is allowed to play an NPC sound
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float m_flNextFoundEnemySoundTime; // Next time at which this NPC is allowed to play an NPC sound
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float m_flSpeedModifier; // Modifier to apply to move distance
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};
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LINK_ENTITY_TO_CLASS(npc_shadow_walker, CNPC_ShadowWalker);
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IMPLEMENT_CUSTOM_AI(npc_base_custom, CNPC_ShadowWalker);
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC(CNPC_ShadowWalker)
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DEFINE_KEYFIELD(m_iszWeaponModelName, FIELD_STRING, "WeaponModel"),
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DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"),
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DEFINE_KEYFIELD(m_iszFearSound, FIELD_SOUNDNAME, "FearSound"),
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DEFINE_KEYFIELD(m_iszDeathSound, FIELD_SOUNDNAME, "DeathSound"),
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DEFINE_KEYFIELD(m_iszIdleSound, FIELD_SOUNDNAME, "IdleSound"),
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DEFINE_KEYFIELD(m_iszPainSound, FIELD_SOUNDNAME, "PainSound"),
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DEFINE_KEYFIELD(m_iszAlertSound, FIELD_SOUNDNAME, "AlertSound"),
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DEFINE_KEYFIELD(m_iszLostEnemySound, FIELD_SOUNDNAME, "LostEnemySound"),
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DEFINE_KEYFIELD(m_iszFoundEnemySound, FIELD_SOUNDNAME, "FoundEnemySound"),
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DEFINE_KEYFIELD(m_bUseBothSquadSlots, FIELD_BOOLEAN, "UseBothSquadSlots"),
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DEFINE_KEYFIELD(m_bCannotOpenDoors, FIELD_BOOLEAN, "CannotOpenDoors"),
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DEFINE_KEYFIELD(m_bCanPickupWeapons, FIELD_BOOLEAN, "CanPickupWeapons"),
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DEFINE_FIELD(m_bWanderToggle, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME),
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DEFINE_FIELD(m_flNextFoundEnemySoundTime, FIELD_TIME),
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DEFINE_FIELD(m_flSpeedModifier, FIELD_TIME),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "SetSpeedModifier", InputSetSpeedModifier),
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DEFINE_INPUTFUNC(FIELD_VOID, "EnableOpenDoors", InputEnableOpenDoors),
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DEFINE_INPUTFUNC(FIELD_VOID, "DisableOpenDoors", InputDisableOpenDoors),
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DEFINE_INPUTFUNC(FIELD_VOID, "EnablePickupWeapons", InputEnablePickupWeapons),
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DEFINE_INPUTFUNC(FIELD_VOID, "DisablePickupWeapons", InputDisablePickupWeapons)
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/// Custom fields go here
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END_DATADESC()
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AI_BEGIN_CUSTOM_NPC(npc_shadow_walker, CNPC_ShadowWalker)
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//=========================================================
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// > Melee_Attack_NoInterrupt
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_MELEE_ATTACK_NOINTERRUPT,
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" Tasks"
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" TASK_STOP_MOVING 0"
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" TASK_FACE_ENEMY 0"
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" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
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" TASK_MELEE_ATTACK1 0"
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""
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" Interrupts"
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" COND_ENEMY_DEAD"
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" COND_ENEMY_OCCLUDED"
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);
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//=========================================================
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// SCHED_HIDE
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_HIDE,
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" Tasks"
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" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
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" TASK_STOP_MOVING 0"
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" TASK_FIND_COVER_FROM_ENEMY 0"
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" TASK_RUN_PATH 0"
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" TASK_WAIT_FOR_MOVEMENT 0"
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" TASK_REMEMBER MEMORY:INCOVER"
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" TASK_FACE_ENEMY 0"
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""
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" Interrupts"
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" COND_HEAR_DANGER"
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" COND_NEW_ENEMY"
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" COND_ENEMY_DEAD"
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);
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AI_END_CUSTOM_NPC()
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