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https://github.com/mapbase-source/source-sdk-2013.git
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Added a bajillion new activities
This commit is contained in:
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0e8b870e7d
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833f0b0823
@ -2183,6 +2183,8 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR2 );
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ADD_ACTIVITY_TO_SR( ACT_COVER_AR2_LOW );
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#endif
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#ifdef SHARED_COMBINE_ACTIVITIES
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@ -2245,14 +2247,42 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_COVER_SHOTGUN_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SHOTGUN_LOW );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_RPG_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_RPG );
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ADD_ACTIVITY_TO_SR( ACT_RUN_PACKAGE );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SUITCASE );
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ADD_ACTIVITY_TO_SR( ACT_ARM_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_ARM_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_ARM_RPG );
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ADD_ACTIVITY_TO_SR( ACT_ARM_MELEE );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_RPG );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_MELEE );
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#endif
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#ifdef EXPANDED_NAVIGATION_ACTIVITIES
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@ -2263,4 +2293,158 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_MOUNT_BOTTOM );
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT_BOTTOM );
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#endif
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_REVOLVER_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_CROSSBOW_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SHOTGUN_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_RPG_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_REVOLVER_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_CROSSBOW_MED );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_PISTOL );
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#endif
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose: This is a multi-purpose table which links NPC activities to their gesture variants.
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//-----------------------------------------------------------------------------
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CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK1 },
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{ ACT_RANGE_ATTACK2, ACT_GESTURE_RANGE_ATTACK2 },
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{ ACT_MELEE_ATTACK1, ACT_GESTURE_MELEE_ATTACK1 },
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{ ACT_MELEE_ATTACK2, ACT_GESTURE_MELEE_ATTACK2 },
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{ ACT_RELOAD, ACT_GESTURE_RELOAD },
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{ ACT_RANGE_ATTACK1_LOW, ACT_GESTURE_RANGE_ATTACK1 }, // NOTE: ACT_GESTURE_RANGE_ATTACK1_LOW exists, but isn't used
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{ ACT_RANGE_ATTACK2_LOW, ACT_GESTURE_RANGE_ATTACK2 }, // NOTE: ACT_GESTURE_RANGE_ATTACK2_LOW exists, but isn't used
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{ ACT_RELOAD_LOW, ACT_GESTURE_RELOAD },
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{ ACT_MELEE_ATTACK_SWING, ACT_GESTURE_MELEE_ATTACK_SWING },
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// -----------------------------------------------------------
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{ ACT_RANGE_ATTACK_AR2, ACT_GESTURE_RANGE_ATTACK_AR2 },
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{ ACT_RANGE_ATTACK_AR2_LOW, ACT_GESTURE_RANGE_ATTACK_AR2 },
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{ ACT_RANGE_ATTACK_SMG1, ACT_GESTURE_RANGE_ATTACK_SMG1 },
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{ ACT_RANGE_ATTACK_SMG1_LOW, ACT_GESTURE_RANGE_ATTACK_SMG1 },
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{ ACT_RANGE_ATTACK_SHOTGUN, ACT_GESTURE_RANGE_ATTACK_SHOTGUN },
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{ ACT_RANGE_ATTACK_SHOTGUN_LOW, ACT_GESTURE_RANGE_ATTACK_SHOTGUN },
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{ ACT_RANGE_ATTACK_PISTOL, ACT_GESTURE_RANGE_ATTACK_PISTOL },
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{ ACT_RANGE_ATTACK_PISTOL_LOW, ACT_GESTURE_RANGE_ATTACK_PISTOL },
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// -----------------------------------------------------------
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{ ACT_SMALL_FLINCH, ACT_GESTURE_SMALL_FLINCH },
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{ ACT_BIG_FLINCH, ACT_GESTURE_BIG_FLINCH },
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{ ACT_FLINCH_HEAD, ACT_GESTURE_FLINCH_HEAD },
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{ ACT_FLINCH_CHEST, ACT_GESTURE_FLINCH_CHEST },
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{ ACT_FLINCH_STOMACH, ACT_GESTURE_FLINCH_STOMACH },
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{ ACT_FLINCH_LEFTARM, ACT_GESTURE_FLINCH_LEFTARM },
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{ ACT_FLINCH_RIGHTARM, ACT_GESTURE_FLINCH_RIGHTARM },
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{ ACT_FLINCH_LEFTLEG, ACT_GESTURE_FLINCH_LEFTLEG },
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{ ACT_FLINCH_RIGHTLEG, ACT_GESTURE_FLINCH_RIGHTLEG },
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// -----------------------------------------------------------
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#if AR2_ACTIVITY_FIX == 1
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{ ACT_RELOAD_AR2, ACT_GESTURE_RELOAD_AR2 },
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{ ACT_RELOAD_AR2_LOW, ACT_GESTURE_RELOAD_AR2 },
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#endif
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{ ACT_RELOAD_SMG1, ACT_GESTURE_RELOAD_SMG1 },
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{ ACT_RELOAD_SMG1_LOW, ACT_GESTURE_RELOAD_SMG1 },
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{ ACT_RELOAD_SHOTGUN, ACT_GESTURE_RELOAD_SHOTGUN },
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{ ACT_RELOAD_SHOTGUN_LOW, ACT_GESTURE_RELOAD_SHOTGUN },
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{ ACT_RELOAD_PISTOL, ACT_GESTURE_RELOAD_PISTOL },
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{ ACT_RELOAD_PISTOL_LOW, ACT_GESTURE_RELOAD_PISTOL },
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#ifdef SHARED_COMBINE_ACTIVITIES
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{ ACT_SPECIAL_ATTACK1, ACT_GESTURE_SPECIAL_ATTACK1 },
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{ ACT_SPECIAL_ATTACK2, ACT_GESTURE_SPECIAL_ATTACK2 },
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{ ACT_COMBINE_THROW_GRENADE, ACT_GESTURE_COMBINE_THROW_GRENADE },
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{ ACT_COMBINE_AR2_ALTFIRE, ACT_GESTURE_COMBINE_AR2_ALTFIRE },
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{ ACT_SIGNAL_ADVANCE, ACT_GESTURE_SIGNAL_ADVANCE },
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{ ACT_SIGNAL_FORWARD, ACT_GESTURE_SIGNAL_FORWARD },
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{ ACT_SIGNAL_GROUP, ACT_GESTURE_SIGNAL_GROUP },
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{ ACT_SIGNAL_HALT, ACT_GESTURE_SIGNAL_HALT },
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{ ACT_SIGNAL_LEFT, ACT_GESTURE_SIGNAL_LEFT },
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{ ACT_SIGNAL_RIGHT, ACT_GESTURE_SIGNAL_RIGHT },
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{ ACT_SIGNAL_TAKECOVER, ACT_GESTURE_SIGNAL_TAKECOVER },
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#endif
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#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
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{ ACT_RANGE_ATTACK_REVOLVER, ACT_GESTURE_RANGE_ATTACK_REVOLVER },
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{ ACT_RANGE_ATTACK_REVOLVER_LOW, ACT_GESTURE_RANGE_ATTACK_REVOLVER },
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{ ACT_RANGE_ATTACK_CROSSBOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW },
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{ ACT_RANGE_ATTACK_CROSSBOW_LOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW },
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{ ACT_RANGE_ATTACK_RPG, ACT_GESTURE_RANGE_ATTACK_RPG },
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{ ACT_RANGE_ATTACK_RPG_LOW, ACT_GESTURE_RANGE_ATTACK_RPG },
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{ ACT_RELOAD_REVOLVER, ACT_GESTURE_RELOAD_REVOLVER },
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{ ACT_RELOAD_REVOLVER_LOW, ACT_GESTURE_RELOAD_REVOLVER },
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{ ACT_RELOAD_CROSSBOW, ACT_GESTURE_RELOAD_CROSSBOW },
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{ ACT_RELOAD_CROSSBOW_LOW, ACT_GESTURE_RELOAD_CROSSBOW },
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#endif
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};
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Activity CAI_BaseNPC::GetGestureVersionOfActivity( Activity inActivity )
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{
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actlink_t *pTable = gm_ActivityGestureLinks;
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int actCount = ARRAYSIZE( gm_ActivityGestureLinks );
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for ( int i = 0; i < actCount; i++, pTable++ )
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{
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if ( inActivity == pTable->sequence )
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{
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return pTable->gesture;
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}
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}
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return ACT_INVALID;
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}
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Activity CAI_BaseNPC::GetSequenceVersionOfGesture( Activity inActivity )
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{
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actlink_t *pTable = gm_ActivityGestureLinks;
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int actCount = ARRAYSIZE( gm_ActivityGestureLinks );
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for (int i = 0; i < actCount; i++, pTable++)
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{
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if (inActivity == pTable->gesture)
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{
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return pTable->sequence;
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}
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}
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return ACT_INVALID;
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}
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#endif
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@ -193,6 +193,11 @@ acttable_t CWeapon357::m_acttable[] =
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{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
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{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
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{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_REVOLVER_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_REVOLVER_MED, true },
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#endif
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};
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@ -96,11 +96,11 @@ acttable_t CWeaponAR2::m_acttable[] =
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_AR2, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_AR2, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_COVER_LOW, ACT_COVER_AR2_LOW, true },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR2_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_AR2_LOW, false },
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@ -161,6 +161,16 @@ acttable_t CWeaponAR2::m_acttable[] =
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{ ACT_ARM, ACT_ARM_RIFLE, false },
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{ ACT_DISARM, ACT_DISARM_RIFLE, false },
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#endif
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_AR2_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_AR2_MED, true },
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{ ACT_COVER_WALL_R, ACT_COVER_WALL_R_RIFLE, true },
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{ ACT_COVER_WALL_L, ACT_COVER_WALL_L_RIFLE, true },
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{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, true },
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{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, true },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponAR2);
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@ -715,6 +715,11 @@ acttable_t CWeaponCrossbow::m_acttable[] =
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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#endif
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_CROSSBOW_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_CROSSBOW_MED, true },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponCrossbow);
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@ -46,6 +46,9 @@ acttable_t CWeaponCrowbar::m_acttable[] =
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// Just so we don't have to implement more activities, re-use the MP acts
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{ ACT_RUN, ACT_MP_RUN_MELEE, false },
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{ ACT_WALK, ACT_MP_WALK_MELEE, false },
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{ ACT_ARM, ACT_ARM_MELEE, false },
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{ ACT_DISARM, ACT_DISARM_MELEE, false },
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#endif
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};
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@ -240,6 +240,23 @@ acttable_t CWeaponPistol::m_acttable[] =
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{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
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{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
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#endif
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#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_PISTOL, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_PISTOL, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_PISTOL, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_PISTOL, true },
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#endif
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_PISTOL_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_PISTOL_MED, true },
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{ ACT_COVER_WALL_R, ACT_COVER_WALL_R_PISTOL, true },
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{ ACT_COVER_WALL_L, ACT_COVER_WALL_L_PISTOL, true },
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{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_PISTOL, true },
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{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_PISTOL, true },
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#endif
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};
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@ -1402,6 +1402,7 @@ acttable_t CWeaponRPG::m_acttable[] =
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#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_RPG_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_RPG_LOW, false },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_RPG, false },
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#endif
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{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true },
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@ -1417,8 +1418,13 @@ acttable_t CWeaponRPG::m_acttable[] =
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{ ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
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#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
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{ ACT_ARM, ACT_ARM_RIFLE, false },
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{ ACT_DISARM, ACT_DISARM_RIFLE, false },
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{ ACT_ARM, ACT_ARM_RPG, false },
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{ ACT_DISARM, ACT_DISARM_RPG, false },
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#endif
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_RPG_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_RPG_MED, true },
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#endif
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};
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@ -108,6 +108,57 @@ END_DATADESC()
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||||
acttable_t CWeaponShotgun::m_acttable[] =
|
||||
{
|
||||
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
|
||||
// Note that ACT_IDLE_SHOTGUN_AGITATED seems to be a stand-in for ACT_IDLE_SHOTGUN on citizens,
|
||||
// but that isn't acceptable for NPCs which don't use readiness activities.
|
||||
{ ACT_IDLE, ACT_IDLE_SHOTGUN, true },
|
||||
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
||||
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
|
||||
{ ACT_WALK, ACT_WALK_SHOTGUN, true },
|
||||
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
|
||||
|
||||
// Readiness activities (not aiming)
|
||||
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
|
||||
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
|
||||
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, false },//always aims
|
||||
|
||||
{ ACT_WALK_RELAXED, ACT_WALK_SHOTGUN_RELAXED, false },//never aims
|
||||
{ ACT_WALK_STIMULATED, ACT_WALK_SHOTGUN_STIMULATED, false },
|
||||
{ ACT_WALK_AGITATED, ACT_WALK_AIM_SHOTGUN, false },//always aims
|
||||
|
||||
{ ACT_RUN_RELAXED, ACT_RUN_SHOTGUN_RELAXED, false },//never aims
|
||||
{ ACT_RUN_STIMULATED, ACT_RUN_SHOTGUN_STIMULATED, false },
|
||||
{ ACT_RUN_AGITATED, ACT_RUN_AIM_SHOTGUN, false },//always aims
|
||||
|
||||
// Readiness activities (aiming)
|
||||
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
|
||||
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SHOTGUN_STIMULATED, false },
|
||||
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, false },//always aims
|
||||
|
||||
{ ACT_WALK_AIM_RELAXED, ACT_WALK_SHOTGUN_RELAXED, false },//never aims
|
||||
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SHOTGUN_STIMULATED, false },
|
||||
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SHOTGUN, false },//always aims
|
||||
|
||||
{ ACT_RUN_AIM_RELAXED, ACT_RUN_SHOTGUN_RELAXED, false },//never aims
|
||||
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SHOTGUN_STIMULATED, false },
|
||||
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SHOTGUN, false },//always aims
|
||||
//End readiness activities
|
||||
|
||||
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
|
||||
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
||||
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
||||
{ ACT_RUN, ACT_RUN_SHOTGUN, true },
|
||||
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
|
||||
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
||||
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
||||
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
|
||||
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
|
||||
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
||||
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
|
||||
{ ACT_COVER_LOW, ACT_COVER_SHOTGUN_LOW, false },
|
||||
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SHOTGUN_LOW, false },
|
||||
#else
|
||||
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
|
||||
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
||||
@ -153,10 +204,16 @@ acttable_t CWeaponShotgun::m_acttable[] =
|
||||
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
|
||||
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
||||
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
|
||||
{ ACT_ARM, ACT_ARM_RIFLE, false },
|
||||
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
|
||||
{ ACT_ARM, ACT_ARM_SHOTGUN, true },
|
||||
{ ACT_DISARM, ACT_DISARM_SHOTGUN, true },
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
|
||||
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SHOTGUN_MED, false },
|
||||
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SHOTGUN_MED, true },
|
||||
#endif
|
||||
};
|
||||
|
||||
|
@ -139,6 +139,16 @@ acttable_t CWeaponSMG1::m_acttable[] =
|
||||
{ ACT_ARM, ACT_ARM_RIFLE, false },
|
||||
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
|
||||
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG1_MED, false },
|
||||
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG1_MED, true },
|
||||
|
||||
{ ACT_COVER_WALL_R, ACT_COVER_WALL_R_RIFLE, true },
|
||||
{ ACT_COVER_WALL_L, ACT_COVER_WALL_L_RIFLE, true },
|
||||
{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, true },
|
||||
{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, true },
|
||||
#endif
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTTABLE(CWeaponSMG1);
|
||||
|
@ -2299,6 +2299,8 @@ void ActivityList_RegisterSharedActivities( void )
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_AR2_LOW );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_AR2 );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_AR2_LOW );
|
||||
#endif
|
||||
|
||||
#ifdef SHARED_COMBINE_ACTIVITIES
|
||||
@ -2361,14 +2363,42 @@ void ActivityList_RegisterSharedActivities( void )
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_PISTOL_STIMULATED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_PISTOL_STIMULATED );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_CROUCH_PISTOL );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_CROUCH_AIM_PISTOL );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_CROUCH_PISTOL );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_CROUCH_AIM_PISTOL );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SHOTGUN );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_SHOTGUN );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_SHOTGUN );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_SHOTGUN_LOW );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SHOTGUN_LOW );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_SHOTGUN_RELAXED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_SHOTGUN_STIMULATED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_SHOTGUN_RELAXED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_SHOTGUN_STIMULATED );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AIM_SHOTGUN_STIMULATED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_SHOTGUN_STIMULATED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_SHOTGUN_STIMULATED );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_RPG_LOW );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_RPG_LOW );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_RPG );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_PACKAGE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RUN_SUITCASE );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_ARM_RIFLE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_ARM_SHOTGUN );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_ARM_RPG );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_ARM_MELEE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_DISARM_RIFLE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_DISARM_SHOTGUN );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_DISARM_RPG );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_DISARM_MELEE );
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
|
||||
@ -2380,6 +2410,43 @@ void ActivityList_RegisterSharedActivities( void )
|
||||
REGISTER_SHARED_ACTIVITY( ACT_CLIMB_DISMOUNT_BOTTOM );
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK1_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK2_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_MED );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_AR2_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SMG1_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SHOTGUN_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_PISTOL_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_RPG_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_REVOLVER_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_CROSSBOW_MED );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_AR2_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SMG1_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SHOTGUN_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_PISTOL_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_RPG_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_REVOLVER_MED );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_CROSSBOW_MED );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R_RIFLE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L_RIFLE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R_RIFLE );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L_RIFLE );
|
||||
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R_PISTOL );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L_PISTOL );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R_PISTOL );
|
||||
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L_PISTOL );
|
||||
#endif
|
||||
|
||||
AssertMsg( g_HighestActivity == LAST_SHARED_ACTIVITY - 1, "Not all activities from ai_activity.h registered in activitylist.cpp" );
|
||||
}
|
||||
|
||||
|
@ -45,6 +45,10 @@
|
||||
// This enables some new navigation-related activities.
|
||||
#define EXPANDED_NAVIGATION_ACTIVITIES 1
|
||||
|
||||
// EXPANDED HL2 COVER ACTIVITIES
|
||||
// This enables some new cover-related activities.
|
||||
#define EXPANDED_HL2_COVER_ACTIVITIES 1
|
||||
|
||||
#endif
|
||||
|
||||
#define ACTIVITY_NOT_AVAILABLE -1
|
||||
@ -2168,6 +2172,8 @@ typedef enum
|
||||
ACT_RELOAD_AR2_LOW,
|
||||
|
||||
ACT_GESTURE_RELOAD_AR2,
|
||||
|
||||
ACT_COVER_AR2_LOW,
|
||||
#endif
|
||||
|
||||
#ifdef SHARED_COMBINE_ACTIVITIES
|
||||
@ -2234,9 +2240,32 @@ typedef enum
|
||||
ACT_WALK_AIM_PISTOL_STIMULATED,
|
||||
ACT_RUN_AIM_PISTOL_STIMULATED,
|
||||
|
||||
ACT_WALK_CROUCH_PISTOL,
|
||||
ACT_WALK_CROUCH_AIM_PISTOL,
|
||||
ACT_RUN_CROUCH_PISTOL,
|
||||
ACT_RUN_CROUCH_AIM_PISTOL,
|
||||
|
||||
// Shotgun
|
||||
ACT_IDLE_SHOTGUN,
|
||||
ACT_WALK_SHOTGUN,
|
||||
ACT_RUN_SHOTGUN,
|
||||
|
||||
ACT_COVER_SHOTGUN_LOW,
|
||||
ACT_RANGE_AIM_SHOTGUN_LOW,
|
||||
|
||||
ACT_WALK_SHOTGUN_RELAXED,
|
||||
ACT_WALK_SHOTGUN_STIMULATED,
|
||||
ACT_RUN_SHOTGUN_RELAXED,
|
||||
ACT_RUN_SHOTGUN_STIMULATED,
|
||||
|
||||
ACT_IDLE_AIM_SHOTGUN_STIMULATED,
|
||||
ACT_WALK_AIM_SHOTGUN_STIMULATED,
|
||||
ACT_RUN_AIM_SHOTGUN_STIMULATED,
|
||||
|
||||
// RPG
|
||||
ACT_RANGE_AIM_RPG_LOW,
|
||||
ACT_RANGE_ATTACK_RPG_LOW,
|
||||
ACT_GESTURE_RANGE_ATTACK_RPG,
|
||||
|
||||
// Citizen accessories
|
||||
ACT_RUN_PACKAGE,
|
||||
@ -2244,7 +2273,13 @@ typedef enum
|
||||
|
||||
// Holster/Unholster
|
||||
ACT_ARM_RIFLE,
|
||||
ACT_ARM_SHOTGUN,
|
||||
ACT_ARM_RPG,
|
||||
ACT_ARM_MELEE,
|
||||
ACT_DISARM_RIFLE,
|
||||
ACT_DISARM_SHOTGUN,
|
||||
ACT_DISARM_RPG,
|
||||
ACT_DISARM_MELEE,
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
|
||||
@ -2255,6 +2290,45 @@ typedef enum
|
||||
ACT_CLIMB_MOUNT_BOTTOM,
|
||||
ACT_CLIMB_DISMOUNT_BOTTOM,
|
||||
#endif
|
||||
|
||||
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
|
||||
// Crouch Cover Medium
|
||||
ACT_RANGE_ATTACK1_MED,
|
||||
ACT_RANGE_ATTACK2_MED,
|
||||
ACT_RANGE_AIM_MED,
|
||||
|
||||
ACT_RANGE_ATTACK_AR2_MED,
|
||||
ACT_RANGE_ATTACK_SMG1_MED,
|
||||
ACT_RANGE_ATTACK_SHOTGUN_MED,
|
||||
ACT_RANGE_ATTACK_PISTOL_MED,
|
||||
ACT_RANGE_ATTACK_RPG_MED,
|
||||
ACT_RANGE_ATTACK_REVOLVER_MED,
|
||||
ACT_RANGE_ATTACK_CROSSBOW_MED,
|
||||
|
||||
ACT_RANGE_AIM_AR2_MED,
|
||||
ACT_RANGE_AIM_SMG1_MED,
|
||||
ACT_RANGE_AIM_SHOTGUN_MED,
|
||||
ACT_RANGE_AIM_PISTOL_MED,
|
||||
ACT_RANGE_AIM_RPG_MED,
|
||||
ACT_RANGE_AIM_REVOLVER_MED,
|
||||
ACT_RANGE_AIM_CROSSBOW_MED,
|
||||
|
||||
// Wall Cover (for use in custom cover hints)
|
||||
ACT_COVER_WALL_R,
|
||||
ACT_COVER_WALL_L,
|
||||
ACT_COVER_WALL_LOW_R,
|
||||
ACT_COVER_WALL_LOW_L,
|
||||
|
||||
ACT_COVER_WALL_R_RIFLE,
|
||||
ACT_COVER_WALL_L_RIFLE,
|
||||
ACT_COVER_WALL_LOW_R_RIFLE,
|
||||
ACT_COVER_WALL_LOW_L_RIFLE,
|
||||
|
||||
ACT_COVER_WALL_R_PISTOL,
|
||||
ACT_COVER_WALL_L_PISTOL,
|
||||
ACT_COVER_WALL_LOW_R_PISTOL,
|
||||
ACT_COVER_WALL_LOW_L_PISTOL,
|
||||
#endif
|
||||
|
||||
// this is the end of the global activities, private per-monster activities start here.
|
||||
LAST_SHARED_ACTIVITY,
|
||||
|
Loading…
x
Reference in New Issue
Block a user