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Changed Combine soldier code to reflect the new activity alias overhaul and standoff behavior changes
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@ -47,9 +47,6 @@ ConVar npc_combine_protected_run( "npc_combine_protected_run", "0", FCVAR_NONE,
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ConVar npc_combine_altfire_not_allies_only( "npc_combine_altfire_not_allies_only", "1", FCVAR_NONE, "Mapbase: Elites are normally only allowed to fire their alt-fire attack at the player and the player's allies; This allows elites to alt-fire at other enemies too." );
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ConVar npc_combine_new_cover_behavior( "npc_combine_new_cover_behavior", "1", FCVAR_NONE, "Mapbase: Toggles small patches for parts of npc_combine AI related to soldiers failing to take cover. These patches are minimal and only change cases where npc_combine would otherwise look at an enemy without shooting or run up to the player to melee attack when they don't have to. Consult the Mapbase wiki for more information." );
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extern acttable_t *GetSMG1Acttable();
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extern acttable_t *GetPistolActtable();
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#endif
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#define COMBINE_SKIN_DEFAULT 0
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@ -131,10 +128,6 @@ Activity ACT_COMBINE_AR2_ALTFIRE;
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Activity ACT_WALK_EASY;
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Activity ACT_WALK_MARCH;
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#ifdef MAPBASE
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Activity ACT_IDLE_UNARMED;
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Activity ACT_WALK_UNARMED;
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Activity ACT_RUN_UNARMED;
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Activity ACT_WALK_EASY_PISTOL;
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Activity ACT_TURRET_CARRY_IDLE;
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Activity ACT_TURRET_CARRY_WALK;
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Activity ACT_TURRET_CARRY_RUN;
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@ -553,7 +546,12 @@ void CNPC_Combine::GatherConditions()
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if( GetState() == NPC_STATE_COMBAT )
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{
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#ifdef MAPBASE
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// Don't override the standoff
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if( IsCurSchedule( SCHED_COMBINE_WAIT_IN_COVER, false ) && !m_StandoffBehavior.IsActive() )
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#else
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if( IsCurSchedule( SCHED_COMBINE_WAIT_IN_COVER, false ) )
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#endif
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{
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// Soldiers that are standing around doing nothing poll for attack slots so
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// that they can respond quickly when one comes available. If they can
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@ -1557,12 +1555,6 @@ Activity CNPC_Combine::Weapon_TranslateActivity( Activity eNewActivity, bool *pR
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//-----------------------------------------------------------------------------
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Activity CNPC_Combine::NPC_BackupActivity( Activity eNewActivity )
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{
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// Otherwise we move around, T-posing.
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if (eNewActivity == ACT_WALK)
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return ACT_WALK_UNARMED;
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else if (eNewActivity == ACT_RUN)
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return ACT_RUN_RIFLE;
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// Some models might not contain ACT_COMBINE_BUGBAIT, which the soldier model uses instead of ACT_IDLE_ON_FIRE.
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// Contrariwise, soldiers may be called to use ACT_IDLE_ON_FIRE in other parts of the AI and need to translate to ACT_COMBINE_BUGBAIT.
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if (eNewActivity == ACT_COMBINE_BUGBAIT)
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@ -1634,23 +1626,25 @@ Activity CNPC_Combine::NPC_TranslateActivity( Activity eNewActivity )
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}
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}
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#ifdef MAPBASE
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else if (!GetActiveWeapon() && npc_combine_unarmed_anims.GetBool() && HaveSequenceForActivity(ACT_IDLE_UNARMED))
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else if (!GetActiveWeapon() && !npc_combine_unarmed_anims.GetBool())
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{
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if (eNewActivity == ACT_IDLE || eNewActivity == ACT_IDLE_ANGRY)
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eNewActivity = ACT_IDLE_UNARMED;
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eNewActivity = ACT_IDLE_SMG1;
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else if (eNewActivity == ACT_WALK)
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eNewActivity = ACT_WALK_UNARMED;
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eNewActivity = ACT_WALK_RIFLE;
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else if (eNewActivity == ACT_RUN)
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eNewActivity = ACT_RUN_UNARMED;
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eNewActivity = ACT_RUN_RIFLE;
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}
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else if (m_NPCState == NPC_STATE_IDLE && npc_combine_idle_walk_easy.GetBool() && HaveSequenceForActivity(ACT_WALK_EASY))
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else if (m_NPCState == NPC_STATE_IDLE && eNewActivity == ACT_WALK)
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{
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if (eNewActivity == ACT_WALK && GetActiveWeapon())
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if (npc_combine_idle_walk_easy.GetBool())
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{
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if (GetActiveWeapon()->GetBackupActivityList() == GetSMG1Acttable())
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eNewActivity = ACT_WALK_EASY;
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else if (GetActiveWeapon()->GetBackupActivityList() == GetPistolActtable())
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eNewActivity = ACT_WALK_EASY_PISTOL;
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// ACT_WALK_EASY has been replaced with ACT_WALK_RELAXED for weapon translation purposes
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eNewActivity = ACT_WALK_RELAXED;
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}
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else if (GetActiveWeapon())
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{
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eNewActivity = ACT_WALK_RIFLE;
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}
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}
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@ -2624,7 +2618,6 @@ int CNPC_Combine::TranslateSchedule( int scheduleType )
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#ifdef MAPBASE
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// SCHED_COMBINE_WAIT_IN_COVER uses INCOVER, but only gets out of it when the soldier moves.
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// That seems to mess up shooting, so this Forget() attempts to fix that.
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// I don't know if there's a better workaround.
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Forget( bits_MEMORY_INCOVER );
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#endif
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@ -3931,7 +3924,12 @@ bool CNPC_Combine::IsRunningApproachEnemySchedule()
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bool CNPC_Combine::ShouldPickADeathPose( void )
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{
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#ifdef MAPBASE
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// Check base class as well
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return !IsCrouching() && BaseClass::ShouldPickADeathPose();
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#else
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return !IsCrouching();
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#endif
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}
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//-----------------------------------------------------------------------------
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@ -3965,10 +3963,6 @@ DECLARE_ACTIVITY( ACT_COMBINE_AR2_ALTFIRE )
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DECLARE_ACTIVITY( ACT_WALK_EASY )
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DECLARE_ACTIVITY( ACT_WALK_MARCH )
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#ifdef MAPBASE
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DECLARE_ACTIVITY( ACT_IDLE_UNARMED )
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DECLARE_ACTIVITY( ACT_WALK_UNARMED )
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DECLARE_ACTIVITY( ACT_RUN_UNARMED )
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DECLARE_ACTIVITY( ACT_WALK_EASY_PISTOL )
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DECLARE_ACTIVITY( ACT_TURRET_CARRY_IDLE )
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DECLARE_ACTIVITY( ACT_TURRET_CARRY_WALK )
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DECLARE_ACTIVITY( ACT_TURRET_CARRY_RUN )
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