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Shadow Walker: WIP fix for melee weapon model bug. Code refactor.
This commit is contained in:
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@ -11,187 +11,20 @@
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//
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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 "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 "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 "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_crowbar.h"
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#include "weapon_custom_melee.h"
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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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// schedules
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//=========================================================
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enum
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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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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_citizen,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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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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//---------------------------------------------------------
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// Constants
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//---------------------------------------------------------
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@ -200,18 +33,6 @@ 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: Inner class for default weapon
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// TODO: Merge this with the Matt weapon in npc_citizen
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//-----------------------------------------------------------------------------
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class CWeaponCustomMelee : public CWeaponCrowbar
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{
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DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
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const char *GetWorldModel() const { return GetModelName().ToCStr(); }
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void SetPickupTouch(void) { /* do nothing */ }
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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@ -281,11 +102,10 @@ void CNPC_ShadowWalker::Spawn( void )
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if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
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{
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CapabilitiesAdd(bits_CAP_TURN_HEAD);
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CapabilitiesAdd(bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD); // The default model has no face animations, but a custom model might
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CapabilitiesAdd(bits_CAP_SQUAD);
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CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
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CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2);
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CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 || bits_CAP_INNATE_MELEE_ATTACK2);
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CapabilitiesAdd(bits_CAP_DUCK);
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CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
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@ -307,21 +127,22 @@ void CNPC_ShadowWalker::FixupWeapon()
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// If no weapons supplied, give a crowbar
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if (pWeapon == NULL) {
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pWeapon = (CBaseCombatWeapon *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
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CWeaponCustomMelee * pMeleeWeapon = (CWeaponCustomMelee *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
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// Apply weapon model override
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if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
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pWeapon->SetModel(STRING(m_iszWeaponModelName));
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pMeleeWeapon->m_iszWeaponModelName = this->m_iszWeaponModelName;
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}
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else {
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pWeapon->SetModel("models/props_canal/mattpipe.mdl");
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pMeleeWeapon->m_iszWeaponModelName = MAKE_STRING("models/props_canal/mattpipe.mdl");
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}
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pWeapon = (CBaseCombatWeapon *)pMeleeWeapon;
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DispatchSpawn(pWeapon);
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Weapon_Equip(pWeapon);
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}
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}
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void CNPC_ShadowWalker::Activate()
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sp/src/game/server/mod/npc_shadow_walker.h
Normal file
179
sp/src/game/server/mod/npc_shadow_walker.h
Normal file
@ -0,0 +1,179 @@
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//=//=============================================================================//
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//
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// Purpose: A malevolent being from a parallel universe which at one point
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// may have been human.
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//
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// npc_shadow_walker is designed to be reusable as a generic horror
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// game style npc. Its model and sound files may be configured through
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// the hammer editor using keyfields.
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//
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// Author: 1upD
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//
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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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//=========================================================
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// schedules
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//=========================================================
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enum
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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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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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//---------------------------------------------------------
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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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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"
|
||||
" COND_ENEMY_DEAD"
|
||||
" COND_ENEMY_OCCLUDED"
|
||||
);
|
||||
|
||||
//=========================================================
|
||||
// SCHED_HIDE
|
||||
//=========================================================
|
||||
DEFINE_SCHEDULE
|
||||
(
|
||||
SCHED_HIDE,
|
||||
|
||||
" Tasks"
|
||||
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
||||
" TASK_STOP_MOVING 0"
|
||||
" TASK_FIND_COVER_FROM_ENEMY 0"
|
||||
" TASK_RUN_PATH 0"
|
||||
" TASK_WAIT_FOR_MOVEMENT 0"
|
||||
" TASK_REMEMBER MEMORY:INCOVER"
|
||||
" TASK_FACE_ENEMY 0"
|
||||
""
|
||||
" Interrupts"
|
||||
" COND_HEAR_DANGER"
|
||||
" COND_NEW_ENEMY"
|
||||
" COND_ENEMY_DEAD"
|
||||
);
|
||||
AI_END_CUSTOM_NPC()
|
||||
|
28
sp/src/game/server/mod/weapon_custom_melee.h
Normal file
28
sp/src/game/server/mod/weapon_custom_melee.h
Normal file
@ -0,0 +1,28 @@
|
||||
//=//=============================================================================//
|
||||
//
|
||||
// Purpose: Melee weapon for custom NPCs. Its model can be overridden.
|
||||
//
|
||||
// Author: 1upD
|
||||
//
|
||||
//=============================================================================//
|
||||
#include "cbase.h"
|
||||
#include "basehlcombatweapon_shared.h"
|
||||
#include "weapon_crowbar.h"
|
||||
|
||||
|
||||
class CWeaponCustomMelee : public CWeaponCrowbar
|
||||
{
|
||||
DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
|
||||
|
||||
const char *GetWorldModel() const { return m_iszWeaponModelName.ToCStr(); }
|
||||
void SetPickupTouch(void) { /* do nothing */ }
|
||||
public:
|
||||
string_t m_iszWeaponModelName;
|
||||
|
||||
DECLARE_DATADESC();
|
||||
|
||||
};
|
||||
|
||||
BEGIN_DATADESC(CWeaponCustomMelee)
|
||||
DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
|
||||
END_DATADESC()
|
@ -53,7 +53,9 @@ $Project "Server (Episodic)"
|
||||
$Folder "Mod"
|
||||
{
|
||||
$File "mod\npc_lost_soul.cpp"
|
||||
$File "mod\npc_shadow_walker.h"
|
||||
$File "mod\npc_shadow_walker.cpp"
|
||||
$File "mod\weapon_custom_melee.h"
|
||||
}
|
||||
$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
|
||||
$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"
|
||||
|
Loading…
x
Reference in New Issue
Block a user