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77 Commits
master ... 1.1

Author SHA1 Message Date
Derek Dik
672ce05271
Merge pull request #2 from 1upD/dev
Release 1.1
2018-12-28 13:46:09 -05:00
1upD
7111779e17 Merge branch 'tweaks' into dev 2018-12-28 00:20:49 -05:00
1upD
3bd2fc2e7f Number of grenades a Zombine can use is now a keyfield 2018-12-28 00:20:37 -05:00
1upD
27b700b0cc Added bullsquid to VPC, FGD, and soundscripts 2018-12-05 23:20:21 -05:00
1upD
1a6d5530ec Merge branch 'old-mod-content' into dev 2018-12-05 22:50:36 -05:00
CRRDerek
a5ca814985 Implemented a fix from VDC so that projected textures can be parented in the movement hierarchy and increased the maximum number of projected textures from 1 to 8 2018-12-05 22:49:36 -05:00
Derek Dik
8330254613 Moved spitball projectile from attachment point to 64 units above bullsquid head 2018-12-05 22:49:19 -05:00
Derek Dik
5c2c7c399c Fixed bullsquid behavior, added test npc 2018-12-05 22:47:40 -05:00
Derek Dik
40f8ec6487 Unlocked bullsquid 2018-12-05 22:47:29 -05:00
1upD
4ed86ccdc2 Accidentally added junk file 2018-11-26 23:53:27 -05:00
1upD
bddb12fbc1 Merge branch 'restored-content' into dev 2018-11-26 23:51:55 -05:00
1upD
881d8112d7 Flare Gun: Added two new convars to enable / disable flare projectiles sticking into walls and emitting light. 2018-11-26 23:48:58 -05:00
1upD
e3f2964ae2 Shadow Walker: If npc_shadow_walker is damaged and the player can see it, it can forego the squad slot. 2018-11-14 22:50:45 -05:00
1upD
91556205fb Shadow Walker: Added 'ambush' state to improve squad behavior. 2018-11-12 22:33:41 -05:00
1upD
64841073d9 Merge branch 'restored-content' into dev 2018-11-11 23:40:40 -05:00
1upD
bdc1f6897d Flare Gun: Fixed bug where secondary fire wouldn't ignite props after landing. Cleaned up code, added additional convars. 2018-11-11 23:39:50 -05:00
1upD
f7030b9bce Merge branch 'restored-content' into dev 2018-11-08 22:29:42 -05:00
1upD
8b668f64a5 Flaregun: Flare velocity should be relative to the player's. This way you can arc shots and shoot while running forward. 2018-11-08 22:28:33 -05:00
1upD
658c3613d9 Merge branch 'restored-content' into dev 2018-11-08 18:13:54 -05:00
Derek Dik
7ffe672afc Flaregun: Don't burn boss enemies that require an RPG to take down. Only burn NPCs and ignitable props. 2018-11-08 16:56:00 -05:00
1upD
83dfddfb13 Flaregun: Working in game with new ammo type and placeholder custom assets. WIP flare collision behavior 2018-11-07 22:54:48 -05:00
1upD
472032b924 Merge branch 'restored-content' into dev 2018-11-06 22:54:29 -05:00
1upD
d9b256fe8f Flare Gun: Flare gun projectiles will ignite all props and hostile npcs (but not friendly NPCs or the player) 2018-11-06 22:51:10 -05:00
1upD
58d5d2e717 Revert "Uncommented flaregun"
This reverts commit 74407455978bef529e02950e94596ca3df962acc.
2018-11-06 18:53:58 -05:00
1upD
7d8aa4211d Merge branch 'restored-content' of https://github.com/1upD/source-sdk-2013 into dev 2018-11-05 23:28:38 -05:00
Derek Dik
7440745597 Uncommented flaregun 2018-11-02 16:09:54 -04:00
Derek Dik
4ff24d3814 Fixing incorrect cherry-pick from MapLabs 2018-11-01 15:15:38 -04:00
Derek Dik
ec29683e10 Merge branch 'maplab-fixes' of https://github.com/1upD/source-sdk-2013 into dev 2018-11-01 14:53:46 -04:00
Avanate
762f6531b6 Fix a detail sprite material bug.
Fix a material bug that is caused by Valve's Aspect Ratio code that is being ran before the world has even spawned.
2018-11-01 14:51:04 -04:00
Avanate
d603770f99 Patch the "White Flashing" sticking around.
This patches a bug that causes white flashing to stick around when the player is hurt by acid.
2018-11-01 14:50:40 -04:00
Avanate
2c540d4d69 Update the header side of the code.
Updated npc_combine.h
2018-11-01 14:50:15 -04:00
Avanate
e1060cc397 Updated the .cpp side of the code.
Updated npc_combine.cpp
2018-11-01 14:48:12 -04:00
IntriguingTiles
b994fa7a44 fix blink bug 2018-11-01 14:47:06 -04:00
Derek Dik
59ea20a953 Updated gitignore 2018-11-01 14:41:02 -04:00
Derek Dik
c0a7b51f8c WIP Shadow Walker extends Base Custom NPC 2018-10-31 13:38:44 -04:00
Derek Dik
5416871138 Shadow Walker: WIP extract most shadow walker functionality into base class 2018-10-30 17:08:04 -04:00
Derek Dik
6284c20d20 Merge branch 'base-custom-npc' of https://github.com/1upD/source-sdk-2013 into dev 2018-10-30 13:23:40 -04:00
Derek Dik
00eb374e0e
Merge pull request #1 from 1upD/dev
MapLabs Halloween Horror Mapping Challenge
2018-10-30 13:19:35 -04:00
1upD
c1c4f09a7b Shadow Walker: If SCHED_INVESTIGATE_SOUND fails, default to SCHED_IDLE_WANDER 2018-10-29 14:44:49 -04:00
1upD
35f875da9b Shadow Walker: Fixed bug where custom melee weapon would be seen as a ranged weapon during schedule selection. 2018-10-29 14:40:35 -04:00
1upD
4368e27adf Shadow Walker: Fixed bug that replaced custom weapons with crowbars upon loading a saved game 2018-10-28 22:41:12 -04:00
Derek Dik
edab14b992 Base Custom NPC: WIP Setting up base class to inherit from. 2018-10-24 13:05:26 -04:00
Derek Dik
f39b752adc Shadow Walker: WIP fix for melee weapon model bug. Code refactor. 2018-10-23 16:59:23 -04:00
1upD
9f999c4c87 Shadow Walker: Animation fixes. Deprecated weapon pickup in FGD; not working currently. 2018-10-22 21:04:24 -04:00
1upD
289a9b4f6e Shadow Walker 2: Correctly implemented custom schedules 2018-10-22 21:02:10 -04:00
1upD
bcb9e416a1 Merge branch 'halloween' of https://github.com/1upD/source-sdk-2013 into halloween 2018-10-22 18:23:56 -04:00
1upD
ef5a5ef39f Merged changes made in my local MapLabs repo with changes made to my own repo 2018-10-22 18:21:41 -04:00
Derek Dik
029944b409 Shadow Walker: Behavior bugfixes including melee attacks being interruptable, perpetual screaming, and incorrect squad behavior 2018-10-22 17:00:41 -04:00
1upD
fdffc94a13 Shadow Walker: Added new field and inputs to FGD 2018-10-17 20:14:03 -04:00
1upD
a66998cc9c Shadow Walker: Replaced nonfunctioning SetSpeed input with SetSpeedModifier input 2018-10-17 20:11:37 -04:00
Derek Dik
b8fb4ba435 Shadow Walker: Added new key field for open / close doors and corresponding inputs. 2018-10-17 20:08:26 -04:00
Derek Dik
e7cf130d08 Added key field to disable door opening behavior 2018-10-17 20:07:08 -04:00
Derek Dik
1007a6434a Shadow Walker: Added new key field for open / close doors and corresponding inputs. 2018-10-17 17:09:39 -04:00
Derek Dik
3ef753b341 Added key field to disable door opening behavior 2018-10-17 16:40:25 -04:00
1upD
628bc79728 Lost Soul: Improved soundscripts 2018-10-16 20:47:12 -04:00
1upD
f625b145d5 Lost Soul: Replaced manhack pain sound 2018-10-16 20:10:27 -04:00
1upD
f85c30d547 Lost Soul: Fixed manhack sounds playing on charge and stun 2018-10-16 19:10:02 -04:00
Derek Dik
759328b805 Merge branch 'halloween' of https://github.com/1upD/source-sdk-2013 into halloween 2018-10-16 16:38:25 -04:00
Derek Dik
88a8cf9ea7 Lost Soul: ShowHostile function in manhack must be virtual to be overridden 2018-10-16 16:34:14 -04:00
1upD
3c9871111b Shadow Walker: Fixed bug where spawning Shadow Walker through console crashes the game. Set default health to 75. 2018-10-07 22:36:29 -04:00
1upD
9602325bbb Shadow Walker: Added default 'custom melee weapon'. If no weapons are supplied, the Shadow Walker will spawn with a crowbar with a custom model applied. 2018-10-07 16:29:47 -04:00
1upD
77a3f1d837 Shadow Walker: Improved fgd file to be more mapper friendly. 2018-10-07 12:37:26 -04:00
1upD
f681520ef2 Lost Soul / Shadow Walker: Added new NPC source files to VPC 2018-10-07 11:55:45 -04:00
1upD
617fd48546 Shadow Walker / Lost Soul: Committing fgd file and sound scripts 2018-10-06 23:35:14 -04:00
1upD
4ac6828023 Lost Soul / Shadow Walker: Refactoring, cleanup 2018-10-06 22:34:08 -04:00
Derek Dik
b7873d0529 Shadow Walker: Refactoring. Removed found enemy sound on chase. 2018-10-04 17:11:34 -04:00
1upD
f7ad644200 Shadow Walker: Added adjustable squad slots and sound delay times 2018-10-03 22:08:55 -04:00
Derek Dik
d0f4fccefa Lost Soul: Configurable health, should play sounds from soundscript 2018-10-03 13:18:04 -04:00
1upD
d3d4bc5ccc Shadow Walker: Configurable health and sound precaching 2018-10-01 22:11:33 -04:00
Derek Dik
6b0c4554c0 Shadow Walker: Added Hammer configurable sound scripts 2018-10-01 13:09:09 -04:00
1upD
ca02f50e58 Shadow Walker: Fixed up melee attack (sort of), squad behavior, made model Hammer configurable 2018-09-30 23:54:08 -04:00
1upD
544e360640 Lost Soul: Removed all manhack sounds except for blade open / close sound. Had to make some manhack methods virtual. 2018-09-27 21:38:54 -04:00
1upD
4e56c1205b Lost Soul: Added new NPC based on manhack. Inspired by Doom 2018-09-27 17:05:14 -04:00
1upD
86bb8f7c7e Shadow Walker: Added experimental squad behavior 2018-09-27 14:29:34 -04:00
1upD
0b42a245d1 Shadow Walker: WIP combat function 2018-09-27 14:13:32 -04:00
1upD
bcaa781ad9 Added idle and alert schedule selection to npc_shadow_walker 2018-09-27 12:02:59 -04:00
1upD
06a40e6dc0 Created Shadow Walker NPC by copying experimental npc_collaborator code. WIP 2018-09-27 11:19:40 -04:00
43 changed files with 9828 additions and 184 deletions

4
.gitignore vendored
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@ -54,3 +54,7 @@ config.cfg
# shader files
*.tmp
*.lib
*.filters
*.vpc_crc
*.sentinel

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@ -1471,25 +1471,6 @@ void CDetailObjectSystem::LevelInitPreEntity()
}
}
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
// There are detail objects in the level, so precache the material
PrecacheMaterial( DETAIL_SPRITE_MATERIAL );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = (float)( pMat->GetMappingWidth() ) / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
int detailPropLightingLump;
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
@ -1512,13 +1493,30 @@ void CDetailObjectSystem::LevelInitPreEntity()
void CDetailObjectSystem::LevelInitPostEntity()
{
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
{
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
}
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
PrecacheMaterial( pDetailSpriteMaterial );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
if ( GetDetailController() )
{

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@ -2565,7 +2565,7 @@ void CNPC_Combine::SpeakSentence( int sentenceType )
//=========================================================
// PainSound
//=========================================================
void CNPC_Combine::PainSound ( void )
void CNPC_Combine::PainSound ( const CTakeDamageInfo &info )
{
// NOTE: The response system deals with this at the moment
if ( GetFlags() & FL_DISSOLVING )

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@ -126,7 +126,7 @@ public:
// Sounds
// -------------
void DeathSound( void );
void PainSound( void );
void PainSound( const CTakeDamageInfo &info );
void IdleSound( void );
void AlertSound( void );
void LostEnemySound( void );

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@ -206,7 +206,7 @@ bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
// Damage types that are time-based.
#ifdef HL2_EPISODIC
// This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_ACID | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
#else
return BaseClass::Damage_IsTimeBased( iDmgType );
#endif

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@ -0,0 +1,18 @@
//=============================================================================
//
// Purpose: Half-Life 2 mod game definition file (.fgd)
// Defines new entities for bullsquid
//
//=============================================================================
@include "base.fgd"
@include "halflife2.fgd"
//-------------------------------------------------------------------------
//
// NPCs
//
//-------------------------------------------------------------------------
@NPCClass base(BaseNPC) studio(" "models/bullsquid.mdl" ) = npc_bullsquid : "Bullsquid"
[
]

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@ -0,0 +1,256 @@
// ===========
// NPCs
// ============
// Barnacle
sk_barnacle_health "35"
// Barney
sk_barney_health "35"
// Bullseye
sk_bullseye_health "35"
// Bullsquid
//sk_bullsquid_health "120"
//sk_bullsquid_dmg_bite "15"
//sk_bullsquid_dmg_whip "25"
// Citizen
sk_citizen_health "40"
// Combine Soldier
sk_combine_s_health "50"
sk_combine_s_kick "10"
// Combine Guard
sk_combine_guard_health "70"
sk_combine_guard_kick "15"
// strider
sk_strider_health "350"
sk_strider_num_missiles1 "5"
sk_strider_num_missiles2 "7"
sk_strider_num_missiles3 "7"
// Headcrab
sk_headcrab_health "10"
sk_headcrab_melee_dmg "5"
// Fast Headcrab
sk_headcrab_fast_health "10"
// Poison Headcrab
sk_headcrab_poison_health "35"
// Houndeye
//sk_houndeye_health "80"
//sk_houndeye_dmg_blast "25"
// Manhack
sk_manhack_health "25"
sk_manhack_melee_dmg "20"
// Metropolice
sk_metropolice_health "40"
sk_metropolice_stitch_reaction "1.0"
sk_metropolice_stitch_tight_hitcount "2"
sk_metropolice_stitch_at_hitcount "1"
sk_metropolice_stitch_behind_hitcount "3"
sk_metropolice_stitch_along_hitcount "2"
// Rollermine
sk_rollermine_shock "10"
sk_rollermine_stun_delay "3"
sk_rollermine_vehicle_intercept "1"
// Scanner (City)
sk_scanner_health "30"
sk_scanner_dmg_dive "25"
// Stalker
sk_stalker_health "50"
sk_stalker_melee_dmg "5"
// Vortigaunt
sk_vortigaunt_health "100"
sk_vortigaunt_dmg_claw "10"
sk_vortigaunt_dmg_rake "25"
sk_vortigaunt_dmg_zap "50"
sk_vortigaunt_armor_charge "30"
// Zombie
sk_zombie_health "50"
sk_zombie_dmg_one_slash "10"
sk_zombie_dmg_both_slash "25"
// Poison Zombie
sk_zombie_poison_health "175"
sk_zombie_poison_dmg_spit "20"
//Antlion
sk_antlion_health "30"
sk_antlion_swipe_damage "5"
sk_antlion_jump_damage "5"
//Antlion Guard
sk_antlionguard_health "500"
sk_antlionguard_dmg_charge "20"
sk_antlionguard_dmg_shove "10"
//Antlion Grub
//sk_antliongrub_health "5"
//Ichthyosaur
sk_ichthyosaur_health "200"
sk_ichthyosaur_melee_dmg "8"
// Combine Gunship
sk_gunship_burst_size "15"
sk_gunship_health_increments "5"
sk_npc_dmg_gunship "40"
sk_npc_dmg_gunship_to_plr "3"
// Combine Helicopter
sk_npc_dmg_helicopter "6"
sk_npc_dmg_helicopter_to_plr "3"
sk_helicopter_grenadedamage "30"
sk_helicopter_grenaderadius "275"
sk_helicopter_grenadeforce "55000"
// Combine Dropship
sk_npc_dmg_dropship "2"
// Combine APC
sk_apc_health "750"
// =================
// WEAPONS
// =================
sk_plr_dmg_ar2 "8"
sk_npc_dmg_ar2 "3"
sk_max_ar2 "60"
sk_max_ar2_altfire "3"
sk_plr_dmg_alyxgun "5"
sk_npc_dmg_alyxgun "3"
sk_max_alyxgun "150"
sk_plr_dmg_pistol "5"
sk_npc_dmg_pistol "3"
sk_max_pistol "150"
sk_plr_dmg_smg1 "4"
sk_npc_dmg_smg1 "3"
sk_max_smg1 "225"
sk_plr_dmg_buckshot "8"
sk_npc_dmg_buckshot "3"
sk_max_buckshot "30"
sk_plr_dmg_rpg_round "100"
sk_npc_dmg_rpg_round "50"
sk_max_rpg_round "3"
sk_plr_dmg_smg1_grenade "100"
sk_npc_dmg_smg1_grenade "50"
sk_max_smg1_grenade "3"
sk_smg1_grenade_radius "250"
//sk_plr_dmg_gauss "25"
//sk_plr_max_dmg_gauss "30"
sk_plr_dmg_sniper_round "20"
sk_npc_dmg_sniper_round "100"
sk_max_sniper_round "30"
sk_plr_dmg_357 "40"
sk_npc_dmg_357 "30"
sk_max_357 "12"
sk_plr_dmg_crossbow "100"
sk_npc_dmg_crossbow "10"
sk_max_crossbow "10"
sk_plr_dmg_airboat "3"
sk_npc_dmg_airboat "3"
//sk_dmg_sniper_penetrate_plr "10"
//sk_dmg_sniper_penetrate_npc "100"
sk_plr_dmg_grenade "150"
sk_npc_dmg_grenade "75"
sk_max_grenade "5"
sk_plr_dmg_crowbar "10"
sk_npc_dmg_crowbar "5"
sk_plr_dmg_stunstick "10"
sk_npc_dmg_stunstick "40" // Kill a citizen in one hit
//sk_plr_dmg_satchel "150"
//sk_npc_dmg_satchel "75"
//sk_satchel_radius "150"
// Mortar Synth projectile
//sk_dmg_energy_grenade "2"
//sk_energy_grenade_radius "100"
sk_dmg_homer_grenade "20"
sk_homer_grenade_radius "100"
// Bullsquid spit
//sk_dmg_spit_grenade "5"
//sk_spit_grenade_radius "50"
//sk_plr_dmg_tripmine "150"
//sk_npc_dmg_tripmine "125"
//sk_tripmine_radius "200"
sk_plr_dmg_fraggrenade "125"
sk_npc_dmg_fraggrenade "75"
sk_fraggrenade_radius "250"
// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "75"
sk_suitcharger_citadel "500"
sk_suitcharger_citadel_maxarmor "200"
sk_battery "15"
sk_healthcharger "50"
sk_healthkit "25"
sk_healthvial "10"
// Combine balls
sk_combineball_seek_angle "15"
sk_combineball_guidefactor "1.0"
// NPC damage adjusters
sk_npc_head "3"
sk_npc_chest "1"
sk_npc_stomach "1"
sk_npc_arm "1"
sk_npc_leg "1"
// player damage adjusters
sk_player_head "3"
sk_player_chest "1"
sk_player_stomach "1"
sk_player_arm "1"
sk_player_leg "1"
// Allies
sk_ally_regen_time "0.2"
// Jeep
sk_max_gauss_round "30"
// =================
// RTSL
// =================
//Max health
sk_mechacrab_health "40"
//Damage inflicted by the mechacrab
sk_mechacrab_melee_dmg "10"
//Damage taken by crowbar hits
sk_mechacrab_crowbar_dmg "20"

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@ -7,3 +7,5 @@ sk_apc_missile_damage "50"
// Antlion air attack
sk_antlion_air_attack_dmg "10"
sk_lostsoul_health "25"
sk_lostsoul_melee_dmg "5"

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@ -0,0 +1,11 @@
//=============================================================================
//
// Purpose: Half-Life 2 mod game definition file (.fgd)
// Defines new entities for the flaregun weapon
//
//=============================================================================
@include "halflife2.fgd"
@PointClass base(Item) studio("models/items/boxflares.mdl")= item_box_flare_rounds : "Box of Flare Rounds" []
@PointClass base(Weapon) studio("models/weapons/w_pistol.mdl") = weapon_flaregun : "Flaregun" []

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,69 @@
//=============================================================================
//
// Purpose: Half-Life 2 mod game definition file (.fgd)
// Defines new entities for Halloween themed mods
//
//=============================================================================
@include "base.fgd"
@include "halflife2.fgd"
//-------------------------------------------------------------------------
//
// NPCs
//
//-------------------------------------------------------------------------
@NPCClass base(BaseNPC) studioprop() = npc_shadow_walker : "Shadow Walker"
[
additionalequipment(choices) : "Weapons" : "0" : "It is recommended that the Shadow Walker be equipped with a melee weapon such as the crowbar or stunstick. The shotgun and Annabelle also work surprisingly well, but firing patterns have not been set up for automatic weapons." =
[
"0" : "Custom Melee Weapon"
"weapon_crowbar" : "Crow Bar"
"weapon_stunstick" : "Stun Stick"
"weapon_shotgun" : "Shotgun"
"weapon_annabelle" : "Annabelle"
"weapon_pistol" : "Pistol"
"weapon_ar2" : "AR2"
"weapon_smg1" : "SMG1"
"weapon_alyxgun" : "Alyx Gun"
]
model(studio) : "World Model" : "models/monster/subject.mdl" : "You may specify any model for this NPC. However, the NPC was written with standard human animations in mind. Missing animations may cause errors. Be aware the animations of the model you choose will affect the NPC's behavior."
WeaponModel(studio) : "Weapon Model Override" : "models/props_canal/mattpipe.mdl" : "If the Shadow Walker is set to use 'Custom Melee Weapon', you may supply a world model to use. I would recommend using the pipe model, the crowbar model, or the stunstick model."
Health(integer) : "Health" : 75 : "Starting health of the NPC."
FearSound(sound) : "Fear Sound" : "NPC_ShadowWalker.Fear" : "The NPC will play this sound when retreating."
DeathSound(sound) : "Death Sound" : "NPC_ShadowWalker.Death" : "The NPC will play this sound on death."
IdleSound(sound) : "Idle Sound" : "NPC_ShadowWalker.Idle" : "The NPC will play this sound while wandering idly."
PainSound(sound) : "Pain Sound" : "NPC_ShadowWalker.Pain" : "The NPC will play this sound when damaged."
AlertSound(sound) : "Alert Sound" : "NPC_ShadowWalker.Alert" : "The NPC will play this sound while in an alert state."
LostEnemySound(sound) : "Lost Enemy Sound" : "NPC_ShadowWalker.LostEnemy" : "The NPC will play this sound if it loses sight of its enemy."
FoundEnemySound(sound) : "Found Enemy Sound" : "NPC_ShadowWalker.FoundEnemy" : "The NPC will play this sound if it finds an enemy again after previously losing it."
UseBothSquadSlots(choices) : "Use Both Squad Slots" : 0 : "When in a squad, how many shadow walkers should be able to chase the player at one time? Additional squadmates will run away from the player in the hopes of setting up an ambush." =
[
0 : "Use One Squad Slot"
1 : "Use Both Squad Slots"
]
CannotOpenDoors(choices) : "Can Open Doors?" : 0 : "Is this NPC able to open doors? You can change this after spawning with EnableOpenDoors and DisableOpenDoors, but it doesn't always seem to work well with pathfinding." =
[
0 : "Can Open Doors"
1 : "Cannot Open Doors"
]
// // Weapon pickup feature not working yet
// CanPickupWeapons(choices) : "Can Pick Up Guns?" : 0 : "Is this NPC able to pick up guns? You can change this after spawning with EnablePickupWeapons and DisablePickupWeapons." =
// [
// 0 : "Cannot Pick Up Guns"
// 1 : "Can Pick Up Guns"
// ]
input SetSpeedModifier(float) : "Set a float value to multiple distance traveled by."
input EnableOpenDoors(void) : "Allow this NPC to open doors. (Warning: Doesn't always seem to update pathfinding / AI)"
input DisableOpenDoors(void) : "Prevent this NPC from opening doors."
// input EnablePickupWeapons(void) : "Allow this NPC to pick up any weapon off of the ground."
// input DisablePickupWeapons(void) : "Prevent this NPC from picking up weapons."
]
@NPCClass base(npc_manhack) studio("models/skeleton/skeleton_torso3.mdl") = npc_lost_soul : "Lost Soul"
[
]

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game_sounds_manifest
{
"precache_file" "scripts/game_sounds.txt"
"precache_file" "scripts/game_sounds_ui.txt"
"precache_file" "scripts/game_sounds_player.txt"
// Weapon sounds
"precache_file" "scripts/game_sounds_weapons.txt"
"precache_file" "scripts/game_sounds_weapons_ep2.txt"
// HL2 World, Ambient Generic, Items, Physics, Vehicles
"precache_file" "scripts/game_sounds_world.txt"
"precache_file" "scripts/game_sounds_ambient_generic.txt"
"precache_file" "scripts/game_sounds_items.txt"
"precache_file" "scripts/game_sounds_physics.txt"
"precache_file" "scripts/game_sounds_vehicles.txt"
// E3 level sounds
"precache_file" "scripts/level_sounds_e3_c17.txt"
"precache_file" "scripts/level_sounds_e3_town.txt"
"precache_file" "scripts/level_sounds_e3_bugbait.txt"
// Episodic content sounds
"precache_file" "scripts/npc_sounds_alyx_episodic.txt"
"precache_file" "scripts/npc_sounds_strider_episodic.txt"
"precache_file" "scripts/npc_sounds_strider_episodic2.txt"
"precache_file" "scripts/npc_sounds_turret_episodic.txt"
"precache_file" "scripts/npc_sounds_soldier_episodic.txt"
"precache_file" "scripts/npc_sounds_ministrider_episodic.txt"
"precache_file" "scripts/npc_sounds_roller_episodic.txt"
"precache_file" "scripts/npc_sounds_combine_ball_episodic.txt"
"precache_file" "scripts/npc_sounds_citizen_episodic.txt"
"precache_file" "scripts/npc_sounds_citizen_episodic2.txt"
"precache_file" "scripts/npc_sounds_citizen_ep1.txt"
"precache_file" "scripts/npc_sounds_zombine.txt"
"precache_file" "scripts/npc_sounds_dog_episodic.txt"
"precache_file" "scripts/npc_sounds_antlion_episodic.txt"
"precache_file" "scripts/npc_sounds_antlionguard_episodic.txt"
"precache_file" "scripts/npc_sounds_antlionguard_episodic2.txt"
"precache_file" "scripts/npc_sounds_advisor.txt"
"precache_file" "scripts/npc_sounds_advisor_episodic2.txt"
"precache_file" "scripts/npc_sounds_hunter.txt"
"precache_file" "scripts/npc_sounds_antlion_grub_episodic.txt"
"precache_file" "scripts/npc_sounds_attackheli_episodic2.txt"
"precache_file" "scripts/npc_sounds_fastzombie_episodic2.txt"
"precache_file" "scripts/game_sounds_addendum_ep2.txt"
"precache_file" "scripts/level_sounds_music_episodic.txt"
"precache_file" "scripts/level_sounds_music_episodic2.txt"
"precache_file" "scripts/game_sounds_weapons_episodic.txt"
"precache_file" "scripts/level_voices_episode_01.txt"
"precache_file" "scripts/level_sounds_aftermath_episodic.txt"
"precache_file" "scripts/level_sounds_outland_episodic.txt"
"precache_file" "scripts/level_sounds_c17_02a.txt"
"precache_file" "scripts/level_voices_episode_02.txt"
"precache_file" "scripts/game_sounds_vehicles_ep2.txt"
// EP2 content sounds
"precache_file" "scripts/game_sounds_physics_ep2.txt"
// Game level sounds
"precache_file" "scripts/level_sounds_eli_lab.txt"
"precache_file" "scripts/level_sounds_trainyard.txt"
"precache_file" "scripts/level_sounds_k_lab.txt"
"precache_file" "scripts/level_sounds_k_lab2.txt"
"precache_file" "scripts/level_sounds_coast.txt"
"precache_file" "scripts/level_sounds_novaprospekt.txt"
"precache_file" "scripts/level_sounds_streetwar.txt"
"precache_file" "scripts/level_sounds_streetwar2.txt"
"precache_file" "scripts/level_sounds_breencast.txt"
"precache_file" "scripts/level_sounds_citadel.txt"
"precache_file" "scripts/level_sounds_canals.txt"
"precache_file" "scripts/level_sounds_ravenholm.txt"
"precache_file" "scripts/level_sounds_ravenholm2.txt"
"precache_file" "scripts/level_sounds_canals2.txt"
//Music Tracks
"precache_file" "scripts/level_sounds_music.txt"
// NPC Sounds
"precache_file" "scripts/npc_sounds_eli.txt"
"precache_file" "scripts/npc_sounds_alyx.txt"
"precache_file" "scripts/npc_sounds_dog.txt"
"precache_file" "scripts/npc_sounds_citizen.txt"
"precache_file" "scripts/npc_sounds_barney.txt"
"precache_file" "scripts/npc_sounds_soldier.txt"
"precache_file" "scripts/npc_sounds_strider.txt"
"precache_file" "scripts/npc_sounds_zombie.txt"
"precache_file" "scripts/npc_sounds_vortigaunt.txt"
"precache_file" "scripts/npc_sounds_turret.txt"
"precache_file" "scripts/npc_sounds_scanner.txt"
"precache_file" "scripts/npc_sounds_rollermine.txt"
"precache_file" "scripts/npc_sounds_poisonzombie.txt"
"precache_file" "scripts/npc_sounds_metropolice.txt"
"precache_file" "scripts/npc_sounds_combinecamera.txt"
"precache_file" "scripts/npc_sounds_manhack.txt"
"precache_file" "scripts/npc_sounds_ichthyosaur.txt"
"precache_file" "scripts/npc_sounds_blackheadcrab.txt"
"precache_file" "scripts/npc_sounds_fastheadcrab.txt"
"precache_file" "scripts/npc_sounds_headcrab.txt"
"precache_file" "scripts/npc_sounds_fastzombie.txt"
"precache_file" "scripts/npc_sounds_birds.txt"
"precache_file" "scripts/npc_sounds_gunship.txt"
"precache_file" "scripts/npc_sounds_dropship.txt"
"precache_file" "scripts/npc_sounds_barnacle.txt"
"precache_file" "scripts/npc_sounds_attackheli.txt"
"precache_file" "scripts/npc_sounds_antlionguard.txt"
"precache_file" "scripts/npc_sounds_antlion.txt"
"precache_file" "scripts/npc_sounds_env_headcrabcanister.txt"
"precache_file" "scripts/npc_sounds_combine_ball.txt"
"precache_file" "scripts/npc_sounds_combine_mine.txt"
"precache_file" "scripts/npc_sounds_sniper.txt"
"precache_file" "scripts/npc_sounds_stalker.txt"
"precache_file" "scripts/npc_sounds_gman.txt"
"precache_file" "scripts/npc_sounds_combine_cannon.txt"
"precache_file" "scripts/npc_sounds_alyx_episodic2.txt"
"precache_file" "scripts/npc_sounds_turret_episodic2.txt"
// 1upD's Custom NPCs
"precache_file" "scripts/npc_sounds_shadow_walker.txt"
"precache_file" "scripts/npc_sounds_lost_soul.txt"
"precache_file" "scripts/npc_sounds_bullsquid.txt"
}

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// Bullsquid
"NPC_Bullsquid.Idle"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_idle1.wav"
"wave" "bullchicken/bc_idle2.wav"
"wave" "bullchicken/bc_idle3.wav"
"wave" "bullchicken/bc_idle4.wav"
"wave" "bullchicken/bc_idle5.wav"
}
}
"NPC_Bullsquid.Pain"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_85dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_pain1.wav"
"wave" "bullchicken/bc_pain2.wav"
"wave" "bullchicken/bc_pain3.wav"
"wave" "bullchicken/bc_pain4.wav"
}
}
"npc_bullsquid.Alert"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_85dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_idle1.wav"
"wave" "bullchicken/bc_idle2.wav"
}
}
"NPC_Bullsquid.Die"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_85dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_die1.wav"
"wave" "bullchicken/bc_die2.wav"
"wave" "bullchicken/bc_die3.wav"
}
}
"NPC_Bullsquid.Attack1"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_attack2.wav"
"wave" "bullchicken/bc_attack3.wav"
}
}
"NPC_Bullsquid.Bite"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_85dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_bite2.wav"
"wave" "bullchicken/bc_bite3.wav"
}
}
"NPC_Bullsquid.Growl"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_80dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "bullchicken/bc_attackgrowl.wav"
"wave" "bullchicken/bc_attackgrowl2.wav"
"wave" "bullchicken/bc_attackgrowl3.wav"
}
}

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// Default sound scripts for npc_lost_soul
// Author: 1upD
"NPC_LostSoul.Die"
{
"channel" "CHAN_BODY"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "physics/flesh/flesh_bloody_break.wav"
}
"NPC_LostSoul.Burn"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "player/pl_burnpain1.wav"
"wave" "player/pl_burnpain2.wav"
"wave" "player/pl_burnpain3.wav"
}
}
"NPC_LostSoul.Bat"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"pitch" "150, 175"
"soundlevel" "SNDLVL_70dB"
"wave" "npc\stalker\stalker_alert3b.wav"
}
"NPC_LostSoul.Float"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "ambient\levels\citadel\datatransfmalevx01.wav"
"wave" "ambient\levels\citadel\datatransmalevx01.wav"
"wave" "ambient\levels\citadel\datatransmalevx02.wav"
"wave" "ambient\levels\citadel\datatransmalevx02.wav"
"wave" "ambient\levels\citadel\datatransrandom03.wav"
}
}
"NPC_LostSoul.ChargeAnnounce"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "150, 175"
//"pitch" "120, 125"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "npc/zombie_poison/pz_alert1.wav"
"wave" "npc/zombie_poison/pz_alert1.wav"
}
}
"NPC_LostSoul.ChargeEnd"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "150, 175"
//"pitch" "120, 125"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "npc/zombie_poison/pz_warn1.wav"
"wave" "npc/zombie_poison/pz_warn1.wav"
}
}
"NPC_LostSoul.Stunned"
{
"channel" "CHAN_VOICE"
"volume" "0.80"
"pitch" "145,150"
"soundlevel" "SNDLVL_70dB"
"wave" "NPC_Antlion.PoisonBurstScream"
}

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// Default sound scripts for npc_shadow_walker
// Author: 1upD
"NPC_ShadowWalker.Pain"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "65, 70"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_pain1.wav"
"wave" "npc\stalker\stalker_pain2.wav"
"wave" "npc\stalker\stalker_pain3.wav"
}
}
"NPC_ShadowWalker.Idle"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "80, 90"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_scream1.wav"
"wave" "npc\stalker\stalker_scream2.wav"
"wave" "npc\stalker\stalker_scream3.wav"
"wave" "npc\stalker\stalker_scream4.wav"
}
}
"NPC_ShadowWalker.Vocal.Idle"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming01.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming02.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming03.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming04.wav"
"wave" "vo\episode_1\citadel\al_stalk_pleasestopscreaming05.wav"
"wave" "vo\k_lab2\al_optimism.wav"
"wave" "vo\episode_1\c17\al_elev_whereselev.wav"
"wave" "vo\episode_1\intro\al_wheredoeshethink.wav"
"wave" "vo\outland_02\griggs_everywhere.wav"
"wave" "vo\outland_11a\silo\kl_silo_wheredata01.wav"
"wave" "vo\episode_1\intro\al_cantbelieveit.wav"
"wave" "vo\episode_1\npc\alyx\al_deaf_canthearanything.wav"
"wave" "vo\episode_1\npc\alyx\al_deaf_canthearyou.wav"
"wave" "vo\k_lab\ba_cantlook.wav"
}
}
"NPC_ShadowWalker.Fear"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
// Replace these
"wave" "npc\stalker\stalker_die2.wav"
"wave" "npc\stalker\stalker_pain1.wav"
"wave" "npc\stalker\stalker_pain2.wav"
"wave" "npc\stalker\stalker_pain3.wav"
}
}
"NPC_ShadowWalker.Alert"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "80, 90"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_alert1b.wav"
"wave" "npc\stalker\stalker_alert2b.wav"
"wave" "npc\stalker\stalker_alert3b.wav"
}
}
"NPC_ShadowWalker.Vocal.Alert"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "vo\citadel\al_bitofit.wav"
"wave" "vo\outland_01\intro\al_rbed_notalone.wav"
}
}
"NPC_ShadowWalker.LostEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "80, 90"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\zombie_poison\pz_alert2.wav"
"wave" "npc\stalker\stalker_die2.wav"
"wave" "npc\stalker\stalker_scream4.wav"
}
}
"NPC_ShadowWalker.Vocal.LostEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "vo\citadel\al_notagain02.wav"
"wave" "vo\episode_1\npc\alyx\al_light_lost05.wav"
"wave" "vo\episode_1\npc\alyx\al_light_lost11.wav"
"wave" "vo\citadel\al_wonderwhere.wav"
"wave" "vo\outland_12a\launch\al_launch_damnit.wav"
"wave" "vo\streetwar\alyx_gate\al_no.wav"
"wave" "vo\k_lab\kl_thenwhere.wav"
}
}
"NPC_ShadowWalker.FoundEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "75, 85"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\go_alert2.wav"
"wave" "npc\stalker\go_alert2a.wav"
}
}
"NPC_ShadowWalker.Vocal.FoundEnemy"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "62, 62"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc\stalker\stalker_scream1.wav"
"wave" "vo\citadel\al_thatshim.wav"
"wave" "vo\citadel\al_thereheis.wav"
"wave" "vo\episode_1\npc\alyx\al_rejoin02.wav"
"wave" "vo\episode_1\npc\alyx\al_seemanyfoe03.wav"
"wave" "vo\episode_1\npc\alyx\al_zombie_liveone02.wav"
}
}
"NPC_ShadowWalker.Death"
{
"channel" "CHAN_VOICE"
"volume" "0.95"
"pitch" "60, 65"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "ambient\creatures\town_child_scream1.wav"
}
}

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

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// Pistol
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Flaregun"
"viewmodel" "models/weapons/v_flaregun.mdl"
"playermodel" "models/weapons/w_flaregun.mdl"
"anim_prefix" "pistol"
"bucket" "1"
"bucket_position" "2"
"bucket_360" "0"
"bucket_position_360" "0"
"clip_size" "1"
"primary_ammo" "FlareRound"
"secondary_ammo" "None"
"weight" "2"
"rumble" "1"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_FlareGun.Reload"
"reload_npc" "Weapon_FlareGun.Reload"
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_FlareGun.Single"
"single_shot_npc" "Weapon_FlareGun.Single"
"special1" "Weapon_Pistol.Special1"
"special2" "Weapon_Pistol.Special2"
"burst" "Weapon_Pistol.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "d"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "d"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "d"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "p"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

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weapon_manifest
{
"file" "scripts/weapon_357.txt"
"file" "scripts/weapon_alyxgun.txt"
"file" "scripts/weapon_annabelle.txt"
"file" "scripts/weapon_ar2.txt"
"file" "scripts/weapon_bugbait.txt"
"file" "scripts/weapon_citizenpackage.txt"
"file" "scripts/weapon_citizensuitcase.txt"
"file" "scripts/weapon_crossbow.txt"
"file" "scripts/weapon_crowbar.txt"
"file" "scripts/weapon_cubemap.txt"
"file" "scripts/weapon_frag.txt"
"file" "scripts/weapon_physcannon.txt"
"file" "scripts/weapon_physgun.txt"
"file" "scripts/weapon_pistol.txt"
"file" "scripts/weapon_rpg.txt"
"file" "scripts/weapon_shotgun.txt"
"file" "scripts/weapon_smg1.txt"
"file" "scripts/weapon_stunstick.txt"
// Custom
"file" "scripts/weapon_custommelee.txt"
"file" "scripts/weapon_flaregun.txt"
}

View File

@ -1149,7 +1149,7 @@ void C_BaseFlex::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightC
{
// hack in an initialization
LinkToGlobalFlexControllers( GetModelPtr() );
m_iBlink = AddGlobalFlexController( "UH" );
m_iBlink = AddGlobalFlexController( "blink" );
if ( SetupGlobalWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights ) )
{

View File

@ -221,15 +221,24 @@ void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld );
if ( bForceUpdate == false )
{
// The conditional to check if bForceUpdate == false is commented out based on a guide on VDC
// https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes
// This was done so that projected textures may be parented.
// Change made by Derek Dik on 9/4/2016
//if ( bForceUpdate == false )
//{
g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
}
//}
}
void C_EnvProjectedTexture::Simulate( void )
{
UpdateLight( false );
// According to VDC, we want to update the light based on when there is a movement parent
//https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes
// Change made by Derek Dik on 9/4/2016
UpdateLight( GetMoveParent() != NULL );
BaseClass::Simulate();
}

View File

@ -1290,8 +1290,12 @@ bool CClientShadowMgr::Init()
SetShadowBlobbyCutoffArea( 0.005 );
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
// Raise the max projected texture limit to 8
// https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes
//bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
//m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
m_nMaxDepthTextureShadows = 8; //with your number
bool bLowEnd = ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 );

View File

@ -1471,24 +1471,6 @@ void CDetailObjectSystem::LevelInitPreEntity()
}
}
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
// There are detail objects in the level, so precache the material
PrecacheMaterial( DETAIL_SPRITE_MATERIAL );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = (float)( pMat->GetMappingWidth() ) / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
int detailPropLightingLump;
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
@ -1512,13 +1494,29 @@ void CDetailObjectSystem::LevelInitPreEntity()
void CDetailObjectSystem::LevelInitPostEntity()
{
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
{
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
}
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
PrecacheMaterial( pDetailSpriteMaterial );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
if ( GetDetailController() )
{

View File

@ -99,14 +99,14 @@ enum Class_T
CLASS_ANTLION,
CLASS_BARNACLE,
CLASS_BULLSEYE,
//CLASS_BULLSQUID,
CLASS_BULLSQUID,
CLASS_CITIZEN_PASSIVE,
CLASS_CITIZEN_REBEL,
CLASS_COMBINE,
CLASS_COMBINE_GUNSHIP,
CLASS_CONSCRIPT,
CLASS_HEADCRAB,
//CLASS_HOUNDEYE,
CLASS_HOUNDEYE,
CLASS_MANHACK,
CLASS_METROPOLICE,
CLASS_MILITARY,
@ -120,6 +120,7 @@ enum Class_T
CLASS_EARTH_FAUNA,
CLASS_HACKED_ROLLERMINE,
CLASS_COMBINE_HUNTER,
CLASS_TEST,
NUM_AI_CLASSES
};

View File

@ -128,6 +128,10 @@ void CGrenadeSpit::Event_Killed( const CTakeDamageInfo &info )
//-----------------------------------------------------------------------------
void CGrenadeSpit::GrenadeSpitTouch( CBaseEntity *pOther )
{
if ( pOther->Classify() == CLASS_BULLSQUID)
return; // Don't hit bullsquids!
if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.

View File

@ -606,6 +606,7 @@ enum
AMMOCRATE_CROSSBOW,
AMMOCRATE_AR2_ALTFIRE,
AMMOCRATE_SMG_ALTFIRE,
AMMOCRATE_FLAREROUND,
NUM_AMMO_CRATE_TYPES,
};
@ -693,6 +694,7 @@ const char *CItem_AmmoCrate::m_lpzModelNames[NUM_AMMO_CRATE_TYPES] =
//FIXME: This model is incorrect!
"models/items/ammocrate_ar2.mdl", // Combine Ball
"models/items/ammocrate_smg2.mdl", // smg grenade
"models/items/ammocrate_pistol.mdl", // Flareround
};
// Ammo type names
@ -708,6 +710,7 @@ const char *CItem_AmmoCrate::m_lpzAmmoNames[NUM_AMMO_CRATE_TYPES] =
"XBowBolt",
"AR2AltFire",
"SMG1_Grenade",
"FlareRound",
};
// Ammo amount given per +use
@ -723,6 +726,7 @@ int CItem_AmmoCrate::m_nAmmoAmounts[NUM_AMMO_CRATE_TYPES] =
50, // Crossbow
3, // AR2 alt-fire
5,
3
};
const char *CItem_AmmoCrate::m_pGiveWeapon[NUM_AMMO_CRATE_TYPES] =
@ -737,6 +741,7 @@ const char *CItem_AmmoCrate::m_pGiveWeapon[NUM_AMMO_CRATE_TYPES] =
NULL, // Crossbow
NULL, // AR2 alt-fire
NULL, // SMG alt-fire
NULL
};
#define AMMO_CRATE_CLOSE_DELAY 1.5f

View File

@ -29,6 +29,7 @@
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movevars_shared.h"
#include "particle_parse.h" // DispatchParticleEffect
#include "AI_Hint.h"
#include "AI_Senses.h"
@ -38,10 +39,12 @@
#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
ConVar sk_bullsquid_health( "sk_bullsquid_health", "0" );
ConVar sk_bullsquid_dmg_bite( "sk_bullsquid_dmg_bite", "0" );
ConVar sk_bullsquid_dmg_whip( "sk_bullsquid_dmg_whip", "0" );
ConVar sk_bullsquid_health( "sk_bullsquid_health", "100" );
ConVar sk_bullsquid_dmg_bite( "sk_bullsquid_dmg_bite", "15" );
ConVar sk_bullsquid_dmg_whip( "sk_bullsquid_dmg_whip", "25" );
ConVar sk_bullsquid_spit_speed( "sk_bullsquid_spit_speed", "10");
ConVar sk_bullsquid_spit_min_wait( "sk_bullsquid_spit_min_wait", "2");
ConVar sk_bullsquid_spit_max_wait( "sk_bullsquid_spit_max_wait", "5");
//=========================================================
// monster-specific schedule types
//=========================================================
@ -87,6 +90,7 @@ int g_interactionBullsquidThrow = 0;
#define BSQUID_AE_HOP ( 5 )
#define BSQUID_AE_THROW ( 6 )
#define BSQUID_AE_WHIP_SND ( 7 )
//#define BSQUID_AE_TAILWHIP ( 8 )
LINK_ENTITY_TO_CLASS( npc_bullsquid, CNPC_Bullsquid );
@ -107,6 +111,8 @@ BEGIN_DATADESC( CNPC_Bullsquid )
// DEFINE_FIELD( m_nSquidSpitSprite, FIELD_INTEGER ),
DEFINE_FIELD( m_flHungryTime, FIELD_TIME ),
DEFINE_FIELD( m_nextSquidSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_vecSaveSpitVelocity, FIELD_VECTOR),
END_DATADESC()
@ -154,6 +160,8 @@ void CNPC_Bullsquid::Precache()
UTIL_PrecacheOther( "grenade_spit" );
PrecacheParticleSystem( "blood_impact_yellow_01" );
PrecacheScriptSound( "NPC_Bullsquid.Idle" );
PrecacheScriptSound( "NPC_Bullsquid.Pain" );
PrecacheScriptSound( "NPC_Bullsquid.Alert" );
@ -161,6 +169,8 @@ void CNPC_Bullsquid::Precache()
PrecacheScriptSound( "NPC_Bullsquid.Attack1" );
PrecacheScriptSound( "NPC_Bullsquid.Growl" );
PrecacheScriptSound( "NPC_Bullsquid.TailWhip");
PrecacheScriptSound( "NPC_Antlion.PoisonShoot" );
PrecacheScriptSound( "NPC_Antlion.PoisonBall" );
BaseClass::Precache();
}
@ -262,6 +272,8 @@ void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
{
if ( GetEnemy() )
{
// Replace original bullsquid spit code with antlion worker code
/*
Vector vSpitPos;
GetAttachment( "Mouth", vSpitPos );
@ -272,7 +284,8 @@ void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
float flGravity = SPIT_GRAVITY;
ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker);
CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this );
//CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this );
CGrenadeSpit *pGrenade = (CGrenadeSpit*) CreateEntityByName( "grenade_spit" );
//pGrenade->KeyValue( "velocity", vToss );
pGrenade->Spawn( );
pGrenade->SetThrower( this );
@ -292,12 +305,98 @@ void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
AttackSound();
CPVSFilter filter( vSpitPos );
te->SpriteSpray( filter, 0.0,
&vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 );
//don't emit sprites
//te->SpriteSpray( filter, 0.0,
// &vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 );
}
*/
Vector vSpitPos;
//GetAttachment( "Mouth", vSpitPos );
vSpitPos = GetAbsOrigin() + Vector(0, 0, 64); // The Bullsquid model does not have an origin!
Vector vTarget;
// If our enemy is looking at us and far enough away, lead him
if ( HasCondition( COND_ENEMY_FACING_ME ) && UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) > (40*12) )
{
UTIL_PredictedPosition( GetEnemy(), 0.5f, &vTarget );
vTarget.z = GetEnemy()->GetAbsOrigin().z;
}
else
{
// Otherwise he can't see us and he won't be able to dodge
vTarget = GetEnemy()->BodyTarget( vSpitPos, true );
}
vTarget[2] += random->RandomFloat( 0.0f, 32.0f );
// Try and spit at our target
Vector vecToss;
if ( GetSpitVector( vSpitPos, vTarget, &vecToss ) == false )
{
// Now try where they were
if ( GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false )
{
// Failing that, just shoot with the old velocity we calculated initially!
vecToss = m_vecSaveSpitVelocity;
}
}
// Find what our vertical theta is to estimate the time we'll impact the ground
Vector vecToTarget = ( vTarget - vSpitPos );
VectorNormalize( vecToTarget );
float flVelocity = VectorNormalize( vecToss );
float flCosTheta = DotProduct( vecToTarget, vecToss );
float flTime = (vSpitPos-vTarget).Length2D() / ( flVelocity * flCosTheta );
// Emit a sound where this is going to hit so that targets get a chance to act correctly
CSoundEnt::InsertSound( SOUND_DANGER, vTarget, (15*12), flTime, this );
// Don't fire again until this volley would have hit the ground (with some lag behind it)
SetNextAttack( gpGlobals->curtime + flTime + random->RandomFloat( 0.5f, 2.0f ) );
for ( int i = 0; i < 6; i++ )
{
CGrenadeSpit *pGrenade = (CGrenadeSpit*) CreateEntityByName( "grenade_spit" );
pGrenade->SetAbsOrigin( vSpitPos );
pGrenade->SetAbsAngles( vec3_angle );
DispatchSpawn( pGrenade );
pGrenade->SetThrower( this );
pGrenade->SetOwnerEntity( this );
if ( i == 0 )
{
pGrenade->SetSpitSize( SPIT_LARGE );
pGrenade->SetAbsVelocity( vecToss * flVelocity );
}
else
{
pGrenade->SetAbsVelocity( ( vecToss + RandomVector( -0.035f, 0.035f ) ) * flVelocity );
pGrenade->SetSpitSize( random->RandomInt( SPIT_SMALL, SPIT_MEDIUM ) );
}
// Tumble through the air
pGrenade->SetLocalAngularVelocity(
QAngle( random->RandomFloat( -250, -500 ),
random->RandomFloat( -250, -500 ),
random->RandomFloat( -250, -500 ) ) );
}
for ( int i = 0; i < 8; i++ )
{
DispatchParticleEffect( "blood_impact_yellow_01", vSpitPos + RandomVector( -12.0f, 12.0f ), RandomAngle( 0, 360 ) );
}
AttackSound();
EmitSound( "NPC_Antlion.PoisonShoot" );
}
}
break;
case BSQUID_AE_BITE:
{
// SOUND HERE!
@ -319,7 +418,7 @@ void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
}
/*
case BSQUID_AE_TAILWHIP:
case BSQUID_AE_TAILWHIP: // this function was commented out
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
if ( pHurt )
@ -405,6 +504,8 @@ void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist )
{
// Code to determine whether or not this NPC can attack ranged commented out until I can sort out the issue with the projectile
if ( IsMoving() && flDist >= 512 )
{
// squid will far too far behind if he stops running to spit at this distance from the enemy.
@ -425,12 +526,12 @@ int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist )
if ( IsMoving() )
{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->curtime + 5;
m_flNextSpitTime = gpGlobals->curtime + sk_bullsquid_spit_max_wait.GetFloat();
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->curtime + 0.5;
m_flNextSpitTime = gpGlobals->curtime + sk_bullsquid_spit_min_wait.GetFloat(); // was 0.5, increased to 2 to prevent spamming behavior
}
return( COND_CAN_RANGE_ATTACK1 );
@ -439,16 +540,125 @@ int CNPC_Bullsquid::RangeAttack1Conditions( float flDot, float flDist )
return( COND_NONE );
}
//
// FIXME: Create this in a better fashion!
//
Vector VecCheckThrowToleranceSquid( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flTolerance )
{
flSpeed = MAX( 1.0f, flSpeed );
float flGravity = GetCurrentGravity();
Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
// throw at a constant time
float time = vecGrenadeVel.Length( ) / flSpeed;
vecGrenadeVel = vecGrenadeVel * (1.0 / time);
// adjust upward toss to compensate for gravity loss
vecGrenadeVel.z += flGravity * time * 0.5;
Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
trace_t tr;
UTIL_TraceLine( vecSpot1, vecApex, MASK_SOLID, pEdict, COLLISION_GROUP_NONE, &tr );
if (tr.fraction != 1.0)
{
// fail!
//if ( g_debug_antlion_worker.GetBool() )
//{
// NDebugOverlay::Line( vecSpot1, vecApex, 255, 0, 0, true, 5.0 );
//}
return vec3_origin;
}
//if ( g_debug_antlion_worker.GetBool() )
//{
//NDebugOverlay::Line( vecSpot1, vecApex, 0, 255, 0, true, 5.0 );
//}
UTIL_TraceLine( vecApex, vecSpot2, MASK_SOLID_BRUSHONLY, pEdict, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
bool bFail = true;
// Didn't make it all the way there, but check if we're within our tolerance range
if ( flTolerance > 0.0f )
{
float flNearness = ( tr.endpos - vecSpot2 ).LengthSqr();
if ( flNearness < Square( flTolerance ) )
{
//if ( g_debug_antlion_worker.GetBool() )
//{
// NDebugOverlay::Sphere( tr.endpos, vec3_angle, flTolerance, 0, 255, 0, 0, true, 5.0 );
//}
bFail = false;
}
}
if ( bFail )
{
//NDebugOverlay::Line( vecApex, vecSpot2, 255, 0, 0, true, 5.0 );
//NDebugOverlay::Sphere( tr.endpos, vec3_angle, flTolerance, 255, 0, 0, 0, true, 5.0 );
return vec3_origin;
}
}
return vecGrenadeVel;
}
//-----------------------------------------------------------------------------
// Purpose: Get a toss direction that will properly lob spit to hit a target
// Input : &vecStartPos - Where the spit will start from
// &vecTarget - Where the spit is meant to land
// *vecOut - The resulting vector to lob the spit
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Bullsquid::GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut )
{
// Try the most direct route
Vector vecToss = VecCheckThrowToleranceSquid( this, vecStartPos, vecTarget, 1024.0f, (10.0f*12.0f) );
// If this failed then try a little faster (flattens the arc)
if ( vecToss == vec3_origin )
{
vecToss = VecCheckThrowToleranceSquid( this, vecStartPos, vecTarget, 1024.0f * 1.5f, (10.0f*12.0f) );
if ( vecToss == vec3_origin )
return false;
}
// Save out the result
if ( vecOut )
{
*vecOut = vecToss;
}
return true;
}
//=========================================================
// MeleeAttack2Conditions - bullsquid is a big guy, so has a longer
// melee range than most monsters. This is the tailwhip attack
//=========================================================
int CNPC_Bullsquid::MeleeAttack1Conditions( float flDot, float flDist )
{
if ( GetEnemy()->m_iHealth <= sk_bullsquid_dmg_whip.GetFloat() && flDist <= 85 && flDot >= 0.7 )
{
return ( COND_CAN_MELEE_ATTACK1 );
}
// Animation is broken - DO NOT tail whip!
//if ( GetEnemy()->m_iHealth <= sk_bullsquid_dmg_whip.GetFloat() && flDist <= 85 && flDot >= 0.7 )
//{
// return ( COND_CAN_MELEE_ATTACK1 );
//}
return( COND_NONE );
}
@ -461,7 +671,9 @@ int CNPC_Bullsquid::MeleeAttack1Conditions( float flDot, float flDist )
//=========================================================
int CNPC_Bullsquid::MeleeAttack2Conditions( float flDot, float flDist )
{
if ( flDist <= 85 && flDot >= 0.7 && !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes
if ( flDist <= 85 && flDot >= 0.7
//&& !HasCondition( COND_CAN_MELEE_ATTACK1 )
) // The player & bullsquid can be as much as their bboxes
return ( COND_CAN_MELEE_ATTACK2 );
return( COND_NONE );
@ -491,14 +703,14 @@ void CNPC_Bullsquid::RemoveIgnoredConditions( void )
if ( GetEnemy() != NULL )
{
// ( Unless after a tasty headcrab, yumm ^_^ )
if ( FClassnameIs( GetEnemy(), "monster_headcrab" ) )
if ( FClassnameIs( GetEnemy(), "npc_headcrab" ) )
ClearCondition( COND_SMELL );
}
}
Disposition_t CNPC_Bullsquid::IRelationType( CBaseEntity *pTarget )
{
if ( gpGlobals->curtime - m_flLastHurtTime < 5 && FClassnameIs( pTarget, "monster_headcrab" ) )
if ( gpGlobals->curtime - m_flLastHurtTime < 5 && FClassnameIs( pTarget, "npc_headcrab" ) )
{
// if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab,
// tell squid to disregard crab.
@ -543,7 +755,7 @@ int CNPC_Bullsquid::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
}
#endif
if ( !FClassnameIs( inputInfo.GetAttacker(), "monster_headcrab" ) )
if ( !FClassnameIs( inputInfo.GetAttacker(), "npc_headcrab" ) )
{
// don't forget about headcrabs if it was a headcrab that hurt the squid.
m_flLastHurtTime = gpGlobals->curtime;
@ -694,7 +906,7 @@ int CNPC_Bullsquid::SelectSchedule( void )
if ( HasCondition( COND_NEW_ENEMY ) )
{
if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "monster_headcrab" ) )
if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "npc_headcrab" ) )
{
// this means squid sees a headcrab!
m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime.
@ -727,10 +939,11 @@ int CNPC_Bullsquid::SelectSchedule( void )
return SCHED_RANGE_ATTACK1;
}
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
return SCHED_MELEE_ATTACK1;
}
// DO NOT tail whip!
//if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
//{
// return SCHED_MELEE_ATTACK1;
//}
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) )
{

View File

@ -57,6 +57,9 @@ public:
void StartTask ( const Task_t *pTask );
void RunTask ( const Task_t *pTask );
// Copied from antlion
virtual bool GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut );
NPC_STATE SelectIdealState ( void );
DEFINE_CUSTOM_AI;
@ -70,5 +73,7 @@ private:
float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
float m_nextSquidSoundTime;
Vector m_vecSaveSpitVelocity;
};
#endif // NPC_BULLSQUID_H

View File

@ -2565,7 +2565,7 @@ void CNPC_Combine::SpeakSentence( int sentenceType )
//=========================================================
// PainSound
//=========================================================
void CNPC_Combine::PainSound ( void )
void CNPC_Combine::PainSound ( const CTakeDamageInfo &info )
{
// NOTE: The response system deals with this at the moment
if ( GetFlags() & FL_DISSOLVING )

View File

@ -126,7 +126,7 @@ public:
// Sounds
// -------------
void DeathSound( void );
void PainSound( void );
void PainSound( const CTakeDamageInfo &info );
void IdleSound( void );
void AlertSound( void );
void LostEnemySound( void );

View File

@ -764,7 +764,7 @@ int CNPC_Manhack::OnTakeDamage_Alive( const CTakeDamageInfo &info )
m_vForceVelocity = vecBestDir * info.GetDamage() * 0.5f;
m_flBladeSpeed = 10.0;
EmitSound( "NPC_Manhack.Bat" );
PlayDamagedSound();
// tdInfo.SetDamage( 1.0 );
@ -3135,16 +3135,36 @@ void CNPC_Manhack::ShowHostile( bool hostile /*= true*/)
//TODO: Open the manhack panels or close them, depending on the state
m_bShowingHostile = hostile;
if ( hostile )
PlayAttackSound(hostile);
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound before charging at the player
// Input : hostile -
//-----------------------------------------------------------------------------
void CNPC_Manhack::PlayAttackSound(bool hostile /*= true*/)
{
if (hostile)
{
EmitSound( "NPC_Manhack.ChargeAnnounce" );
EmitSound("NPC_Manhack.ChargeAnnounce");
}
else
{
EmitSound( "NPC_Manhack.ChargeEnd" );
EmitSound("NPC_Manhack.ChargeEnd");
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound before charging at the player
//-----------------------------------------------------------------------------
void CNPC_Manhack::PlayDamagedSound(void)
{
EmitSound("NPC_Manhack.Bat");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------

View File

@ -102,9 +102,11 @@ public:
virtual float GetHeadTurnRate( void ) { return 45.0f; } // Degrees per second
void CheckCollisions(float flInterval);
virtual void CheckCollisions(float flInterval);
virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
void PlayFlySound(void);
virtual void PlayFlySound(void);
virtual void PlayAttackSound(bool bHostile);
virtual void PlayDamagedSound(void);
virtual void StopLoopingSounds(void);
void Precache(void);
@ -113,9 +115,9 @@ public:
void Activate();
void StartTask( const Task_t *pTask );
void BladesInit();
void SoundInit( void );
void StartEye( void );
virtual void BladesInit();
virtual void SoundInit( void );
virtual void StartEye( void );
bool HandleInteraction(int interactionType, void* data, CBaseCombatCharacter* sourceEnt);
@ -126,7 +128,7 @@ public:
void SpinBlades(float flInterval);
void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
virtual void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
void Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
void Splash( const Vector &vecSplashPos );
@ -170,6 +172,7 @@ public:
m_iHealth = 0;
}
virtual void SetEyeState(int state);
DEFINE_CUSTOM_AI;
@ -184,9 +187,8 @@ private:
void StopBurst( bool bInterruptSchedule = false );
void UpdatePanels( void );
void SetEyeState( int state );
void ShowHostile( bool hostile = true );
bool IsFlyingActivity( Activity baseAct );
@ -205,6 +207,7 @@ private:
// Are we being held by the physcannon?
bool IsHeldByPhyscannon( );
void ShowHostile(bool hostile = true);
void StartLoitering( const Vector &vecLoiterPosition );
void StopLoitering() { m_vecLoiterPosition = vec3_invalid; m_fTimeNextLoiterPulse = gpGlobals->curtime; }
bool IsLoitering() { return m_vecLoiterPosition != vec3_invalid; }

View File

@ -167,7 +167,7 @@ private:
float m_flSuperFastAttackTime;
float m_flGrenadePullTime;
int m_iGrenadeCount;
int m_iGrenadeCount = ZOMBINE_MAX_GRENADES;
EHANDLE m_hGrenade;
@ -184,7 +184,7 @@ BEGIN_DATADESC( CNPC_Zombine )
DEFINE_FIELD( m_flSuperFastAttackTime, FIELD_TIME ),
DEFINE_FIELD( m_hGrenade, FIELD_EHANDLE ),
DEFINE_FIELD( m_flGrenadePullTime, FIELD_TIME ),
DEFINE_FIELD( m_iGrenadeCount, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_iGrenadeCount, FIELD_INTEGER, "NumGrenades" ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartSprint", InputStartSprint ),
DEFINE_INPUTFUNC( FIELD_VOID, "PullGrenade", InputPullGrenade ),
END_DATADESC()
@ -225,8 +225,6 @@ void CNPC_Zombine::Spawn( void )
g_flZombineGrenadeTimes = gpGlobals->curtime;
m_flGrenadePullTime = gpGlobals->curtime;
m_iGrenadeCount = ZOMBINE_MAX_GRENADES;
}
void CNPC_Zombine::Precache( void )

View File

@ -0,0 +1,632 @@
//=//=============================================================================//
//
// Purpose: A base class from which to extend new custom NPCs.
// This class may seem redundant with CAI_BaseNPC and a lot of Valve's NPC classes.
// However, the redundancy is necessary for compatibility with a variety of mods;
// I want all new NPC content to be isolated from existing classes.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "npc_base_custom.h"
#include "ai_hull.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "basehlcombatweapon_shared.h"
#include "ai_squadslot.h"
#include "ai_squad.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//---------------------------------------------------------
// Constants
//---------------------------------------------------------
// TODO: Replace these with fields so that other NPCs can override them
const float MIN_TIME_NEXT_SOUND = 0.5f;
const float MAX_TIME_NEXT_SOUND = 1.0f;
const float MIN_TIME_NEXT_FOUNDENEMY_SOUND = 2.0f;
const float MAX_TIME_NEXT_FOUNDENEMY_SOUND = 5.0f;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC(CNPC_BaseCustomNPC)
DEFINE_KEYFIELD(m_iszWeaponModelName, FIELD_STRING, "WeaponModel"),
DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"),
DEFINE_KEYFIELD(m_iszFearSound, FIELD_SOUNDNAME, "FearSound"),
DEFINE_KEYFIELD(m_iszDeathSound, FIELD_SOUNDNAME, "DeathSound"),
DEFINE_KEYFIELD(m_iszIdleSound, FIELD_SOUNDNAME, "IdleSound"),
DEFINE_KEYFIELD(m_iszPainSound, FIELD_SOUNDNAME, "PainSound"),
DEFINE_KEYFIELD(m_iszAlertSound, FIELD_SOUNDNAME, "AlertSound"),
DEFINE_KEYFIELD(m_iszLostEnemySound, FIELD_SOUNDNAME, "LostEnemySound"),
DEFINE_KEYFIELD(m_iszFoundEnemySound, FIELD_SOUNDNAME, "FoundEnemySound"),
DEFINE_KEYFIELD(m_bUseBothSquadSlots, FIELD_BOOLEAN, "UseBothSquadSlots"),
DEFINE_KEYFIELD(m_bCannotOpenDoors, FIELD_BOOLEAN, "CannotOpenDoors"),
DEFINE_KEYFIELD(m_bCanPickupWeapons, FIELD_BOOLEAN, "CanPickupWeapons"),
DEFINE_FIELD(m_iNumSquadmates, FIELD_INTEGER),
DEFINE_FIELD(m_bWanderToggle, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME),
DEFINE_FIELD(m_flNextFoundEnemySoundTime, FIELD_TIME),
DEFINE_FIELD(m_flSpeedModifier, FIELD_TIME),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetSpeedModifier", InputSetSpeedModifier),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableOpenDoors", InputEnableOpenDoors),
DEFINE_INPUTFUNC(FIELD_VOID, "DisableOpenDoors", InputDisableOpenDoors),
DEFINE_INPUTFUNC(FIELD_VOID, "EnablePickupWeapons", InputEnablePickupWeapons),
DEFINE_INPUTFUNC(FIELD_VOID, "DisablePickupWeapons", InputDisablePickupWeapons)
END_DATADESC()
AI_BEGIN_CUSTOM_NPC(npc_base_custom, CNPC_BaseCustomNPC)
//=========================================================
// > Melee_Attack_NoInterrupt
//=========================================================
DEFINE_SCHEDULE
(
SCHED_MELEE_ATTACK_NOINTERRUPT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_MELEE_ATTACK1 0"
""
" 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()
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::Precache( void )
{
// If no model name is supplied, use the default citizen model
if (!GetModelName())
{
SetModelName(MAKE_STRING("models/monster/subject.mdl")); // TODO replace this with citizen
}
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
PrecacheModel(STRING(m_iszWeaponModelName));
}
else {
PrecacheModel("models/props_canal/mattpipe.mdl"); // Default weapon model
}
PrecacheModel(STRING(GetModelName()));
PrecacheNPCSoundScript(&m_iszFearSound, MAKE_STRING("NPC_BaseCustomr.Fear"));
PrecacheNPCSoundScript(&m_iszIdleSound, MAKE_STRING("NPC_BaseCustom.Idle"));
PrecacheNPCSoundScript(&m_iszAlertSound, MAKE_STRING("NPC_BaseCustom.Alert"));
PrecacheNPCSoundScript(&m_iszPainSound, MAKE_STRING("NPC_BaseCustom.Pain"));
PrecacheNPCSoundScript(&m_iszLostEnemySound, MAKE_STRING("NPC_BaseCustom.LostEnemy"));
PrecacheNPCSoundScript(&m_iszFoundEnemySound, MAKE_STRING("NPC_BaseCustom.FoundEnemy"));
PrecacheNPCSoundScript(&m_iszDeathSound, MAKE_STRING("NPC_BaseCustom.Death"));
m_bWanderToggle = false;
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::Spawn( void )
{
Precache();
SetModel(STRING(GetModelName()));
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
// If the health has not been set through Hammer, use a default health value of 75
if (m_iHealth < 1)
{
m_iHealth = 75;
}
m_flFieldOfView = 0.5;
m_flNextSoundTime = gpGlobals->curtime;
m_flNextFoundEnemySoundTime = gpGlobals->curtime;
m_NPCState = NPC_STATE_NONE;
m_flSpeedModifier = 1.0f;
CapabilitiesClear();
if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
{
CapabilitiesAdd(bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD); // The default model has no face animations, but a custom model might
CapabilitiesAdd(bits_CAP_SQUAD);
CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2);
CapabilitiesAdd(bits_CAP_DUCK);
CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
if (!m_bCannotOpenDoors) {
CapabilitiesAdd(bits_CAP_DOORS_GROUP);
}
}
CapabilitiesAdd(bits_CAP_MOVE_GROUND);
SetMoveType(MOVETYPE_STEP);
NPCInit();
}
void CNPC_BaseCustomNPC::Activate()
{
BaseClass::Activate();
FixupWeapon();
}
//-----------------------------------------------------------------------------
// Purpose: If this NPC has some kind of custom weapon behavior,
// set up the weapon after spawn.
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::FixupWeapon()
{
// Do nothing
}
//-----------------------------------------------------------------------------
// Purpose: Choose a schedule after schedule failed
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode)
{
switch (failedSchedule)
{
case SCHED_NEW_WEAPON:
// If failed trying to pick up a weapon, try again in one second. This is because other AI code
// has put this off for 10 seconds under the assumption that the citizen would be able to
// pick up the weapon that they found.
m_flNextWeaponSearchTime = gpGlobals->curtime + 1.0f;
break;
}
return BaseClass::SelectFailSchedule(failedSchedule, failedTask, taskFailCode);
}
//-----------------------------------------------------------------------------
// Purpose: Select a schedule to retrieve better weapons if they are available.
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectScheduleRetrieveItem()
{
if (m_bCanPickupWeapons && HasCondition(COND_BETTER_WEAPON_AVAILABLE))
{
CBaseHLCombatWeapon *pWeapon = dynamic_cast<CBaseHLCombatWeapon *>(Weapon_FindUsable(WEAPON_SEARCH_DELTA));
if (pWeapon)
{
m_flNextWeaponSearchTime = gpGlobals->curtime + 10.0;
// Now lock the weapon for several seconds while we go to pick it up.
pWeapon->Lock(10.0, this);
SetTarget(pWeapon);
return SCHED_NEW_WEAPON;
}
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Select ideal state.
// Conditions for custom states are defined here.
//-----------------------------------------------------------------------------
NPC_STATE CNPC_BaseCustomNPC::SelectIdealState(void)
{
switch ((int)this->m_NPCState) {
case NPC_STATE_AMBUSH:
return SelectAmbushIdealState();
case NPC_STATE_SURRENDER:
return SelectSurrenderIdealState();
default:
return BaseClass::SelectIdealState();
}
}
NPC_STATE CNPC_BaseCustomNPC::SelectAmbushIdealState()
{
// AMBUSH goes to ALERT upon death of enemy
if (GetEnemy() == NULL)
{
return NPC_STATE_ALERT;
}
// If I am not in a squad, there is no reason to ambush
if (!m_pSquad) {
return NPC_STATE_COMBAT;
}
// If I am the last in a squad, attack!
if (m_pSquad->NumMembers() == 1) {
return NPC_STATE_COMBAT;
}
if (OccupyStrategySlotRange(SQUAD_SLOT_CHASE_1, SQUAD_SLOT_CHASE_2)) {
return NPC_STATE_COMBAT;
}
// The best ideal state is the current ideal state.
return (NPC_STATE)NPC_STATE_AMBUSH;
}
NPC_STATE CNPC_BaseCustomNPC::SelectSurrenderIdealState()
{
return NPC_STATE_ALERT;
}
//-----------------------------------------------------------------------------
// Purpose: Select a schedule to retrieve better weapons if they are available.
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectScheduleWander()
{
m_bWanderToggle = !m_bWanderToggle;
if (m_bWanderToggle) {
return SCHED_IDLE_WANDER;
}
else {
return SCHED_NONE;
}
}
//-----------------------------------------------------------------------------
// Purpose: Select a schedule to execute based on conditions.
// This is the most critical AI method.
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectSchedule()
{
switch ((int)m_NPCState)
{
case NPC_STATE_IDLE:
AssertMsgOnce(GetEnemy() == NULL, "NPC has enemy but is not in combat state?");
return SelectIdleSchedule();
case NPC_STATE_ALERT:
AssertMsgOnce(GetEnemy() == NULL, "NPC has enemy but is not in combat state?");
return SelectAlertSchedule();
case NPC_STATE_COMBAT:
return SelectCombatSchedule();
case NPC_STATE_AMBUSH:
return SelectAmbushSchedule();
case NPC_STATE_SURRENDER:
return SelectSurrenderSchedule();
default:
return BaseClass::SelectSchedule();
}
}
//-----------------------------------------------------------------------------
// Idle schedule selection
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectIdleSchedule()
{
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
if (HasCondition(COND_HEAR_DANGER) ||
HasCondition(COND_HEAR_COMBAT) ||
HasCondition(COND_HEAR_WORLD) ||
HasCondition(COND_HEAR_BULLET_IMPACT) ||
HasCondition(COND_HEAR_PLAYER))
{
// Investigate sound source
return SCHED_ALERT_FACE_BESTSOUND;
}
nSched = SelectScheduleRetrieveItem();
if (nSched != SCHED_NONE)
return nSched;
// no valid route! Wander instead
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) {
return SCHED_IDLE_STAND;
}
// valid route. Get moving
return SCHED_IDLE_WALK;
}
//-----------------------------------------------------------------------------
// Alert schedule selection
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectAlertSchedule()
{
// Per default base NPC, check flinch schedule first
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
// Scan around for new enemies
if (HasCondition(COND_ENEMY_DEAD) && SelectWeightedSequence(ACT_VICTORY_DANCE) != ACTIVITY_NOT_AVAILABLE)
return SCHED_ALERT_SCAN;
if (HasCondition(COND_HEAR_DANGER) ||
HasCondition(COND_HEAR_PLAYER) ||
HasCondition(COND_HEAR_WORLD) ||
HasCondition(COND_HEAR_BULLET_IMPACT) ||
HasCondition(COND_HEAR_COMBAT))
{
// Investigate sound source
AlertSound();
return SCHED_ALERT_FACE_BESTSOUND;
}
nSched = SelectScheduleRetrieveItem();
if (nSched != SCHED_NONE)
return nSched;
// no valid route! Wander instead
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) {
return SCHED_ALERT_STAND;
}
// valid route. Get moving
return SCHED_ALERT_WALK;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectCombatSchedule()
{
return BaseClass::SelectSchedule(); // Let Base NPC handle it
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::SelectAmbushSchedule()
{
// Check enemy death
if (HasCondition(COND_ENEMY_DEAD))
{
// clear the current (dead) enemy and try to find another.
SetEnemy(NULL);
if (ChooseEnemy())
{
SetState(NPC_STATE_COMBAT);
FoundEnemySound();
ClearCondition(COND_ENEMY_DEAD);
return SelectSchedule();
}
SetState(NPC_STATE_ALERT);
return SelectSchedule();
}
CBaseEntity* pEnemy = GetEnemy();
if (pEnemy && EnemyDistance(pEnemy) < 128)
{
SetState(NPC_STATE_COMBAT);
return SelectSchedule();
}
if (pEnemy == NULL || HasCondition(COND_LOST_ENEMY)) {
SetState(NPC_STATE_ALERT);
return SelectSchedule();
}
// If I am the last in a squad, attack!
if (m_iNumSquadmates > m_pSquad->NumMembers())
SetState(SelectAmbushIdealState());
if (HasCondition(COND_LIGHT_DAMAGE)) {
SetState(NPC_STATE_COMBAT);
}
if (HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME) && HasCondition(COND_HAVE_ENEMY_LOS)) {
if(GetState() != NPC_STATE_COMBAT)
SetState(SelectAmbushIdealState());
return SCHED_HIDE;
}
m_iNumSquadmates = m_pSquad->NumMembers();
return SCHED_COMBAT_FACE;
}
int CNPC_BaseCustomNPC::SelectSurrenderSchedule()
{
return BaseClass::SelectSchedule();
}
bool CNPC_BaseCustomNPC::HasRangedWeapon()
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon)
return !(FClassnameIs(pWeapon, "weapon_crowbar") || FClassnameIs(pWeapon, "weapon_stunstick") || FClassnameIs(pWeapon, "weapon_custommelee"));
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Override base class activiites
//-----------------------------------------------------------------------------
Activity CNPC_BaseCustomNPC::NPC_TranslateActivity(Activity activity)
{
switch (activity) {
case ACT_RUN_AIM_SHOTGUN:
return ACT_RUN_AIM_RIFLE;
case ACT_WALK_AIM_SHOTGUN:
return ACT_WALK_AIM_RIFLE;
case ACT_IDLE_ANGRY_SHOTGUN:
return ACT_IDLE_ANGRY_SMG1;
case ACT_RANGE_ATTACK_SHOTGUN_LOW:
return ACT_RANGE_ATTACK_SMG1_LOW;
case ACT_IDLE_MELEE:
case ACT_IDLE_ANGRY_MELEE: // If the NPC has a melee weapon but is in an idle state, don't raise the weapon
if (m_NPCState == NPC_STATE_IDLE)
return ACT_IDLE_SUITCASE;
default:
return BaseClass::NPC_TranslateActivity(activity);
}
}
//-----------------------------------------------------------------------------
// Purpose: Override base class schedules
//-----------------------------------------------------------------------------
int CNPC_BaseCustomNPC::TranslateSchedule(int scheduleType)
{
return BaseClass::TranslateSchedule(scheduleType);
}
//-----------------------------------------------------------------------------
// Purpose: Play sound when an enemy is spotted. This sound has a separate
// timer from other sounds to prevent looping if the NPC gets caught
// in a 'found enemy' condition.
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::FoundEnemySound(void)
{
if (gpGlobals->curtime > m_flNextFoundEnemySoundTime)
{
m_flNextFoundEnemySoundTime = gpGlobals->curtime + random->RandomFloat(MIN_TIME_NEXT_FOUNDENEMY_SOUND, MAX_TIME_NEXT_FOUNDENEMY_SOUND);
PlaySound(m_iszFoundEnemySound, true);
}
}
//-----------------------------------------------------------------------------
// Purpose: Play NPC soundscript
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::PlaySound(string_t soundname, bool required /*= false */)
{
// TODO: Check if silent
if (required || gpGlobals->curtime > m_flNextSoundTime)
{
m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(MIN_TIME_NEXT_SOUND, MAX_TIME_NEXT_SOUND);
//CPASAttenuationFilter filter2(this, STRING(soundname));
EmitSound(STRING(soundname));
}
}
//-----------------------------------------------------------------------------
// Purpose: Assign a default soundscript if none is provided, then precache
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::PrecacheNPCSoundScript(string_t * SoundName, string_t defaultSoundName)
{
if (!SoundName) {
*SoundName = defaultSoundName;
}
PrecacheScriptSound(STRING(*SoundName));
}
//-----------------------------------------------------------------------------
// Purpose: Get movement speed, multipled by modifier
//-----------------------------------------------------------------------------
float CNPC_BaseCustomNPC::GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence)
{
float t = SequenceDuration(pStudioHdr, iSequence);
if (t > 0)
{
return (GetSequenceMoveDist(pStudioHdr, iSequence) * m_flSpeedModifier / t);
}
else
{
return 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Hammer input to change the speed of the NPC
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::InputSetSpeedModifier(inputdata_t &inputdata)
{
this->m_flSpeedModifier = inputdata.value.Float();
}
//-----------------------------------------------------------------------------
// Purpose: Hammer input to enable opening doors
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::InputEnableOpenDoors(inputdata_t &inputdata)
{
m_bCannotOpenDoors = false;
if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
{
CapabilitiesAdd(bits_CAP_DOORS_GROUP);
}
}
//-----------------------------------------------------------------------------
// Purpose: Hammer input to enable opening doors
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::InputDisableOpenDoors(inputdata_t &inputdata)
{
m_bCannotOpenDoors = true;
if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
{
CapabilitiesRemove(bits_CAP_DOORS_GROUP);
}
}
//-----------------------------------------------------------------------------
// Purpose: Hammer input to enable weapon pickup behavior
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::InputEnablePickupWeapons(inputdata_t &inputdata)
{
m_bCanPickupWeapons = true;
}
//-----------------------------------------------------------------------------
// Purpose: Hammer input to enable weapon pickup behavior
//-----------------------------------------------------------------------------
void CNPC_BaseCustomNPC::InputDisablePickupWeapons(inputdata_t &inputdata)
{
m_bCanPickupWeapons = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_BaseCustomNPC::Classify( void )
{
return CLASS_NONE;
}

View File

@ -0,0 +1,133 @@
//=//=============================================================================//
//
// Purpose: A base class from which to extend new custom NPCs.
// This class may seem redundant with CAI_BaseNPC and a lot of Valve's NPC classes.
// However, the redundancy is necessary for compatibility with a variety of mods;
// I want all new NPC content to be isolated from existing classes.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "entitylist.h"
#include "activitylist.h"
#include "ai_basenpc.h"
#include "ai_blended_movement.h"
#include "ai_behavior_actbusy.h"
//=========================================================
// schedules
//=========================================================
enum
{
SCHED_MELEE_ATTACK_NOINTERRUPT = LAST_SHARED_SCHEDULE,
SCHED_HIDE,
LAST_BASE_CUSTOM_SCHED
};
//=========================================================
// states
//=========================================================
enum
{
NPC_STATE_FIRST = NPC_STATE_DEAD,
NPC_STATE_AMBUSH,
NPC_STATE_SURRENDER,
NPC_STATE_LAST_CUSTOM
};
// -----------------------------------------------
// Squad slots
// -----------------------------------------------
enum
{
LAST_SQUADSLOT = 100, // Custom NPCs might share a squad with any NPC, so let's just be safe and skip to a high number
SQUAD_SLOT_CHASE_1,
SQUAD_SLOT_CHASE_2,
LAST_CUSTOM_SQUADSLOT
};
//=========================================================
//=========================================================
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_CustomNPCBase;
class CNPC_BaseCustomNPC : public CAI_CustomNPCBase
{
DECLARE_CLASS(CNPC_BaseCustomNPC, CAI_CustomNPCBase);
public:
void Precache(void);
void Spawn(void);
Class_T Classify(void);
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int SelectScheduleRetrieveItem();
virtual int SelectScheduleWander();
virtual int SelectSchedule();
virtual int SelectIdleSchedule();
virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule();
virtual int SelectAmbushSchedule();
virtual int SelectSurrenderSchedule();
virtual float GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence);
virtual Activity NPC_TranslateActivity(Activity eNewActivity);
virtual int TranslateSchedule(int scheduleType);
// Custom states
virtual NPC_STATE SelectIdealState(void);
NPC_STATE SelectAmbushIdealState();
NPC_STATE SelectSurrenderIdealState();
// Sounds
virtual void PlaySound(string_t soundname, bool optional);
virtual void DeathSound(const CTakeDamageInfo &info) { PlaySound(m_iszDeathSound, true); }
virtual void AlertSound(void) { PlaySound(m_iszAlertSound, false); };
virtual void IdleSound(void) { PlaySound(m_iszIdleSound, false); };
virtual void PainSound(const CTakeDamageInfo &info) { PlaySound(m_iszPainSound, true); };
virtual void FearSound(void) { PlaySound(m_iszFearSound, false); };
virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); };
virtual void FoundEnemySound(void);
void Activate();
virtual void FixupWeapon();
// Inputs
virtual void InputSetSpeedModifier(inputdata_t &inputdata);
virtual void InputEnableOpenDoors(inputdata_t &inputdata);
virtual void InputDisableOpenDoors(inputdata_t &inputdata);
virtual void InputEnablePickupWeapons(inputdata_t &inputdata);
virtual void InputDisablePickupWeapons(inputdata_t &inputdata);
DECLARE_DATADESC();
string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
string_t m_iszFearSound; // Path/filename of WAV file to play.
string_t m_iszDeathSound; // Path/filename of WAV file to play.
string_t m_iszIdleSound; // Path/filename of WAV file to play.
string_t m_iszPainSound; // Path/filename of WAV file to play.
string_t m_iszAlertSound; // Path/filename of WAV file to play.
string_t m_iszLostEnemySound; // Path/filename of WAV file to play.
string_t m_iszFoundEnemySound; // Path/filename of WAV file to play.
DEFINE_CUSTOM_AI;
protected:
bool HasRangedWeapon();
void PrecacheNPCSoundScript(string_t* SoundName, string_t defaultSoundName);
int m_iNumSquadmates;
bool m_bUseBothSquadSlots; // If true use two squad slots, if false use one squad slot
bool m_bCannotOpenDoors; // If true, this NPC cannot open doors. The condition is reversed because originally it could.
bool m_bCanPickupWeapons; // If true, this NPC is able to pick up weapons off of the ground just like npc_citizen.
bool m_bWanderToggle; // Boolean to toggle wandering / standing every think cycle
float m_flNextSoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flNextFoundEnemySoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flSpeedModifier; // Modifier to apply to move distance
};
LINK_ENTITY_TO_CLASS(npc_base_custom, CNPC_BaseCustomNPC);

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//=//=============================================================================//
//
// Purpose: A frightening flying creature with the appearance of a burning skull.
// May be familiar to first person shooter fans.
//
// npc_lost_soul is a modified version of a manhack inspired by Mallikas'
// HalloweenVilleFour entry, Satanophobia, as well as Doom.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "soundenvelope.h"
#include "npc_manhack.h"
#include "ai_default.h"
#include "ai_node.h"
#include "ai_navigator.h"
#include "ai_pathfinder.h"
#include "ai_moveprobe.h"
#include "ai_memory.h"
#include "ai_squad.h"
#include "ai_route.h"
#include "explode.h"
#include "basegrenade_shared.h"
#include "ndebugoverlay.h"
#include "decals.h"
#include "gib.h"
#include "game.h"
#include "ai_interactions.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movevars_shared.h"
#include "npcevent.h"
#include "props.h"
#include "te_effect_dispatch.h"
#include "ai_squadslot.h"
#include "world.h"
#include "smoke_trail.h"
#include "func_break.h"
#include "physics_impact_damage.h"
#include "weapon_physcannon.h"
#include "physics_prop_ragdoll.h"
#include "soundent.h"
#include "ammodef.h"
#include "EntityFlame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_lostsoul_health("sk_lostsoul_health", "0");
ConVar sk_lostsoul_melee_dmg("sk_lostsoul_melee_dmg", "0");
#define MANHACK_NOISEMOD_HIDE 5000
//=========================================================
//=========================================================
class CNPC_LostSoul : public CNPC_Manhack
{
DECLARE_CLASS( CNPC_LostSoul, CNPC_Manhack);
public:
void Precache( void );
void Spawn( void );
Class_T Classify( void );
virtual void DeathSound(const CTakeDamageInfo &info);
virtual bool ShouldGib(const CTakeDamageInfo &info);
void BladesInit();
void SoundInit(void);
void PlayFlySound(void);
void StartEye(void);
void CheckCollisions(float flInterval);
void Slice(CBaseEntity *pHitEntity, float flInterval, trace_t &tr);
virtual int OnTakeDamage_Alive(const CTakeDamageInfo &info);
void Ignite(float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner) { return; }
// INPCInteractive Functions
virtual bool CanInteractWith(CAI_BaseNPC *pUser) { return false; } // Disabled for now (sjb)
virtual bool HasBeenInteractedWith() { return false; }
virtual void NotifyInteraction(CAI_BaseNPC *pUser){}
virtual void InputPowerdown(inputdata_t &inputdata)
{
m_iHealth = 0;
}
void MoveToTarget(float flInterval, const Vector &MoveTarget);
void PlayAttackSound(bool hostile = true);
void PlayDamagedSound(void);
void SetEyeState(int state);
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
private:
float m_flNextEngineSoundTime;
};
LINK_ENTITY_TO_CLASS( npc_lost_soul, CNPC_LostSoul );
IMPLEMENT_CUSTOM_AI( npc_manhack,CNPC_LostSoul );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_LostSoul )
DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"),
DEFINE_FIELD(m_flNextEngineSoundTime, FIELD_TIME)
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_LostSoul::InitCustomSchedules(void)
{
INIT_CUSTOM_AI(CNPC_LostSoul);
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_LostSoul::Precache( void )
{
PrecacheModel( "models/skeleton/skeleton_torso3.mdl" ); // Replace this with setting from Hammer
PrecacheScriptSound("NPC_LostSoul.Die");
PrecacheScriptSound("NPC_LostSoul.Burn");
PrecacheScriptSound("NPC_LostSoul.Float");
PrecacheScriptSound("NPC_LostSoul.ChargeAnnounce");
PrecacheScriptSound("NPC_LostSoul.ChargeEnd");
PrecacheScriptSound("NPC_LostSoul.Stunned");
PrecacheScriptSound("NPC_LostSoul.Bat");
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_LostSoul::Spawn( void )
{
BaseClass::Spawn();
Precache();
SetModel("models/skeleton/skeleton_torso3.mdl");
SetHullType(HULL_TINY_CENTERED); // There was an error being thrown about collision model being smaller than nav hull - need to look into
SetHullSizeNormal();
SetSolid(SOLID_BBOX);
AddSolidFlags(FSOLID_NOT_STANDABLE);
if (HasSpawnFlags(SF_MANHACK_CARRIED))
{
AddSolidFlags(FSOLID_NOT_SOLID);
SetMoveType(MOVETYPE_NONE);
}
else
{
SetMoveType(MOVETYPE_VPHYSICS);
}
// Use the convar if health is less than 1
if (m_iHealth < 1)
{
m_iHealth = sk_lostsoul_health.GetFloat();
}
SetViewOffset(Vector(0, 0, 10)); // Position of the eyes relative to NPC's origin.
m_flFieldOfView = VIEW_FIELD_FULL;
m_NPCState = NPC_STATE_NONE;
if (m_spawnflags & SF_MANHACK_USE_AIR_NODES)
{
SetNavType(NAV_FLY);
}
else
{
SetNavType(NAV_GROUND);
}
AddEFlags(EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL);
AddEffects(EF_NOSHADOW);
SetBloodColor(BLOOD_COLOR_RED);
SetCurrentVelocity(vec3_origin);
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_MOVE_FLY | bits_CAP_SQUAD);
// Set the noise mod to huge numbers right now, in case this manhack starts out waiting for a script
// for instance, we don't want him to bob whilst he's waiting for a script. This allows designers
// to 'hide' manhacks in small places. (sjb)
SetNoiseMod(MANHACK_NOISEMOD_HIDE, MANHACK_NOISEMOD_HIDE, MANHACK_NOISEMOD_HIDE);
m_fHeadYaw = 0;
NPCInit();
// Manhacks are designed to slam into things, so don't take much damage from it!
SetImpactEnergyScale(0.001);
// Manhacks get 30 seconds worth of free knowledge.
GetEnemies()->SetFreeKnowledgeDuration(30.0);
// don't be an NPC, we want to collide with debris stuff
SetCollisionGroup(COLLISION_GROUP_NONE);
CEntityFlame *pFlame = CEntityFlame::Create(this);
if (pFlame)
{
pFlame->SetLifetime(HUGE_VAL);
SetEffectEntity(pFlame);
pFlame->SetSize(8);
pFlame->SetDamage(0.0f);
}
m_flNextEngineSoundTime = gpGlobals->curtime;
}
int CNPC_LostSoul::OnTakeDamage_Alive(const CTakeDamageInfo &info)
{
// Don't take burning damage!
if (info.GetDamageType() & 8) {
return 0;
}
return BaseClass::OnTakeDamage_Alive(info);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_LostSoul::DeathSound(const CTakeDamageInfo &info)
{
CPASAttenuationFilter filter2(this, "NPC_LostSoul.Die");
EmitSound(filter2, entindex(), "NPC_LostSoul.Die");
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_LostSoul::ShouldGib(const CTakeDamageInfo &info)
{
// TODO: Add gibs to lost soul
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Overloads Manhack method. Lost Souls have no blades
//-----------------------------------------------------------------------------
void CNPC_LostSoul::BladesInit()
{
SetActivity(ACT_FLY);
}
//-----------------------------------------------------------------------------
// Purpose: Overloads manhack engine sound.
//-----------------------------------------------------------------------------
void CNPC_LostSoul::SoundInit(void)
{
// Just don't even worry about it.
}
void CNPC_LostSoul::PlayFlySound(void)
{
float flEnemyDist;
if (GetEnemy())
{
flEnemyDist = (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length();
}
else
{
flEnemyDist = FLT_MAX;
}
// Play special engine every once in a while
if (gpGlobals->curtime > m_flNextEngineSoundTime && flEnemyDist < 48)
{
m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat(0.5, 2.0);
EmitSound("NPC_LostSoul.Float");
}
}
void CNPC_LostSoul::StartEye(void)
{
// No eyes
}
//-----------------------------------------------------------------------------
// Purpose: We've touched something that we can hurt. Slice it!
// Input :
// Output :
//-----------------------------------------------------------------------------
#define MANHACK_SMASH_TIME 0.35 // How long after being thrown from a physcannon that a manhack is eligible to die from impact
void CNPC_LostSoul::Slice(CBaseEntity *pHitEntity, float flInterval, trace_t &tr)
{
// Don't hurt the player if I'm in water
if (GetWaterLevel() > 0 && pHitEntity->IsPlayer())
return;
if (pHitEntity->m_takedamage == DAMAGE_NO)
return;
// Damage must be scaled by flInterval so framerate independent
float flDamage = sk_lostsoul_melee_dmg.GetFloat() * flInterval;
if (pHitEntity->IsPlayer())
{
flDamage *= 1.0f;
}
if (dynamic_cast<CBreakableProp*>(pHitEntity)) {
dynamic_cast<CBreakableProp*>(pHitEntity)->Ignite(10.0f, false);
}
else if (pHitEntity->IsNPC())
{
dynamic_cast<CAI_BaseNPC*>(pHitEntity)->Ignite(2.0f);
}
if (flDamage < 1.0f)
{
flDamage = 1.0f;
}
CTakeDamageInfo info(this, this, flDamage, DMG_SLASH);
// check for actual "ownership" of damage
CBasePlayer *pPlayer = HasPhysicsAttacker(MANHACK_SMASH_TIME);
if (pPlayer)
{
info.SetAttacker(pPlayer);
}
Vector dir = (tr.endpos - tr.startpos);
if (dir == vec3_origin)
{
dir = tr.m_pEnt->GetAbsOrigin() - GetAbsOrigin();
}
CalculateMeleeDamageForce(&info, dir, tr.endpos);
pHitEntity->TakeDamage(info);
// Play burning sound
EmitSound("NPC_LostSoul.Burn");
// Pop back a little bit after hitting the player
// ComputeSliceBounceVelocity(pHitEntity, tr);
// Save off when we last hit something
m_flLastDamageTime = gpGlobals->curtime;
// Reset our state and give the player time to react
// StopBurst(true);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_LostSoul::MoveToTarget(float flInterval, const Vector &vMoveTarget)
{
if (flInterval <= 0)
{
return;
}
// -----------------------------------------
// Don't steer if engine's have stalled
// -----------------------------------------
if (m_iHealth <= 0)
return;
if (GetEnemy() != NULL)
{
TurnHeadToTarget(flInterval, GetEnemy()->EyePosition());
}
else
{
TurnHeadToTarget(flInterval, vMoveTarget);
}
// -------------------------------------
// Move towards our target
// -------------------------------------
float myAccel;
float myZAccel = 300.0f;
float myDecay = 0.3f;
Vector targetDir;
float flDist;
Vector vecCurrentDir = GetCurrentVelocity();
VectorNormalize(vecCurrentDir);
targetDir = vMoveTarget - GetAbsOrigin();
flDist = VectorNormalize(targetDir);
float flDot = DotProduct(targetDir, vecCurrentDir);
// Otherwise we should steer towards our goal
if (flDot > 0.25)
{
// If my target is in front of me, my flight model is a bit more accurate.
myAccel = 300;
}
else
{
// Have a harder time correcting my course if I'm currently flying away from my target.
myAccel = 200;
}
// Clamp lateral acceleration
if (myAccel > (flDist / flInterval))
{
myAccel = flDist / flInterval;
}
// Clamp vertical movement
if (myZAccel > flDist / flInterval)
{
myZAccel = flDist / flInterval;
}
MoveInDirection(flInterval, targetDir, myAccel, myZAccel, myDecay);
// calc relative banking targets
Vector forward, right;
GetVectors(&forward, &right, NULL);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_LostSoul::CheckCollisions(float flInterval)
{
// Trace forward to see if I hit anything. But trace forward along the
// owner's view direction if you're being carried.
Vector vecTraceDir, vecCheckPos;
VPhysicsGetObject()->GetVelocity(&vecTraceDir, NULL);
vecTraceDir *= flInterval;
VectorAdd(GetAbsOrigin(), vecTraceDir, vecCheckPos);
trace_t tr;
CBaseEntity* pHitEntity = NULL;
AI_TraceHull(GetAbsOrigin(),
vecCheckPos,
GetHullMins(),
GetHullMaxs(),
MoveCollisionMask(),
this,
COLLISION_GROUP_NONE,
&tr);
if ((tr.fraction != 1.0 || tr.startsolid) && tr.m_pEnt)
{
PhysicsMarkEntitiesAsTouching(tr.m_pEnt, tr);
pHitEntity = tr.m_pEnt;
if (pHitEntity != NULL &&
pHitEntity->m_takedamage == DAMAGE_YES &&
pHitEntity->Classify() != CLASS_MANHACK)
{
// Slice this thing
Slice(pHitEntity, flInterval, tr);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : hostile -
//-----------------------------------------------------------------------------
void CNPC_LostSoul::PlayAttackSound(bool hostile /*= true*/)
{
if (hostile)
{
EmitSound("NPC_LostSoul.ChargeAnnounce");
}
else
{
EmitSound("NPC_LostSoul.ChargeEnd");
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_LostSoul::PlayDamagedSound(void)
{
EmitSound("NPC_LostSoul.Bat");
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CNPC_LostSoul::SetEyeState(int state)
{
// Do nothing for now
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_LostSoul::Classify( void )
{
return CLASS_HEADCRAB;
}

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//=//=============================================================================//
//
// Purpose: A malevolent being from a parallel universe which at one point
// may have been human.
//
// npc_shadow_walker is designed to be reusable as a generic horror
// game style npc. Its model and sound files may be configured through
// the hammer editor using keyfields.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "npc_shadow_walker.h"
#include "ai_hull.h"
#include "game.h"
#include "npcevent.h"
#include "basehlcombatweapon_shared.h"
#include "ai_squadslot.h"
#include "weapon_custom_melee.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC(CNPC_ShadowWalker)
/// Custom fields go here
END_DATADESC()
//---------------------------------------------------------
// Custom AI
//---------------------------------------------------------
AI_BEGIN_CUSTOM_NPC(npc_shadow_walker, CNPC_ShadowWalker)
// Custom schedules go here
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::Precache( void )
{
// If no model name is supplied, use the default Shadow Walker model
if (!GetModelName())
{
SetModelName(MAKE_STRING("models/monster/subject.mdl"));
}
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
PrecacheModel(STRING(m_iszWeaponModelName));
}
else {
PrecacheModel("models/props_canal/mattpipe.mdl");
}
PrecacheModel(STRING(GetModelName()));
PrecacheNPCSoundScript(&m_iszFearSound, MAKE_STRING("NPC_ShadowWalker.Fear"));
PrecacheNPCSoundScript(&m_iszIdleSound, MAKE_STRING("NPC_ShadowWalker.Idle"));
PrecacheNPCSoundScript(&m_iszAlertSound, MAKE_STRING("NPC_ShadowWalker.Alert"));
PrecacheNPCSoundScript(&m_iszPainSound, MAKE_STRING("NPC_ShadowWalker.Pain"));
PrecacheNPCSoundScript(&m_iszLostEnemySound, MAKE_STRING("NPC_ShadowWalker.LostEnemy"));
PrecacheNPCSoundScript(&m_iszFoundEnemySound, MAKE_STRING("NPC_ShadowWalker.FoundEnemy"));
PrecacheNPCSoundScript(&m_iszDeathSound, MAKE_STRING("NPC_ShadowWalker.Death"));
m_bWanderToggle = false;
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::Spawn( void )
{
Precache();
SetModel(STRING(GetModelName()));
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
// If the health has not been set through Hammer, use a default health value of 75
if (m_iHealth < 1)
{
m_iHealth = 75;
}
m_flFieldOfView = 0.5;
m_flNextSoundTime = gpGlobals->curtime;
m_flNextFoundEnemySoundTime = gpGlobals->curtime;
m_NPCState = NPC_STATE_NONE;
m_flSpeedModifier = 1.0f;
CapabilitiesClear();
if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
{
CapabilitiesAdd(bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD); // The default model has no face animations, but a custom model might
CapabilitiesAdd(bits_CAP_SQUAD);
CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2);
CapabilitiesAdd(bits_CAP_DUCK);
CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
if (!m_bCannotOpenDoors) {
CapabilitiesAdd(bits_CAP_DOORS_GROUP);
}
}
CapabilitiesAdd(bits_CAP_MOVE_GROUND);
SetMoveType(MOVETYPE_STEP);
NPCInit();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_ShadowWalker::FixupWeapon()
{
// If no weapons supplied, give a crowbar
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon == NULL) {
CWeaponCustomMelee *pMeleeWeapon = (CWeaponCustomMelee*)CreateEntityByName("weapon_custommelee");
// Apply weapon model override
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
pMeleeWeapon->m_iszWeaponModelName = this->m_iszWeaponModelName;
}
// Default custom weapon model
else {
pMeleeWeapon->m_iszWeaponModelName = MAKE_STRING("models/props_canal/mattpipe.mdl");
}
pWeapon = (CBaseCombatWeapon *)pMeleeWeapon;
DispatchSpawn(pWeapon);
Weapon_Equip(pWeapon);
}
}
void CNPC_ShadowWalker::Activate()
{
BaseClass::Activate();
FixupWeapon();
}
//-----------------------------------------------------------------------------
// Purpose: Choose a schedule after schedule failed
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode)
{
switch (failedSchedule)
{
case SCHED_NEW_WEAPON:
// If failed trying to pick up a weapon, try again in one second. This is because other AI code
// has put this off for 10 seconds under the assumption that the citizen would be able to
// pick up the weapon that they found.
m_flNextWeaponSearchTime = gpGlobals->curtime + 1.0f;
break;
case SCHED_TAKE_COVER_FROM_ENEMY:
// I can't take cover, so I need to run away!
return SCHED_RUN_FROM_ENEMY;
case SCHED_CHASE_ENEMY:
// I can't run towards the enemy, so I will just run randomly!
return SCHED_CHASE_ENEMY_FAILED;
case SCHED_RUN_FROM_ENEMY:
// I can't run away, so I will just run randomly!
return SCHED_RUN_RANDOM;
case SCHED_INVESTIGATE_SOUND:
// I can't investigate a sound I heard.
return SCHED_IDLE_WANDER;
}
return BaseClass::SelectFailSchedule(failedSchedule, failedTask, taskFailCode);
}
//-----------------------------------------------------------------------------
// Idle schedule selection
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectIdleSchedule()
{
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
if (HasCondition(COND_HEAR_DANGER) ||
HasCondition(COND_HEAR_COMBAT) ||
HasCondition(COND_HEAR_WORLD) ||
HasCondition(COND_HEAR_BULLET_IMPACT) ||
HasCondition(COND_HEAR_PLAYER))
{
// Investigate sound source
return SCHED_INVESTIGATE_SOUND;
}
nSched = SelectScheduleRetrieveItem();
if (nSched != SCHED_NONE)
return nSched;
// no valid route! Wander instead
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) {
nSched = SelectScheduleWander();
if (nSched != SCHED_NONE)
return nSched;
return SCHED_IDLE_STAND;
}
// valid route. Get moving
return SCHED_IDLE_WALK;
}
//-----------------------------------------------------------------------------
// Alert schedule selection
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectAlertSchedule()
{
// Per default base NPC, check flinch schedule first
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
// Scan around for new enemies
if (HasCondition(COND_ENEMY_DEAD) && SelectWeightedSequence(ACT_VICTORY_DANCE) != ACTIVITY_NOT_AVAILABLE)
return SCHED_ALERT_SCAN;
if (HasCondition(COND_HEAR_DANGER) ||
HasCondition(COND_HEAR_PLAYER) ||
HasCondition(COND_HEAR_WORLD) ||
HasCondition(COND_HEAR_BULLET_IMPACT) ||
HasCondition(COND_HEAR_COMBAT))
{
// Investigate sound source
AlertSound();
return SCHED_INVESTIGATE_SOUND;
}
nSched = SelectScheduleRetrieveItem();
if (nSched != SCHED_NONE)
return nSched;
// no valid route! Wander instead
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE) {
nSched = SelectScheduleWander();
if (nSched != SCHED_NONE)
return nSched;
return SCHED_IDLE_STAND;
}
// valid route. Get moving
return SCHED_ALERT_WALK;
}
//-----------------------------------------------------------------------------
// Combat schedule selection
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::SelectCombatSchedule()
{
// Check flinch first
int nSched = SelectFlinchSchedule();
if (nSched != SCHED_NONE)
return nSched;
// Check enemy death
if (HasCondition(COND_ENEMY_DEAD))
{
// clear the current (dead) enemy and try to find another.
SetEnemy(NULL);
if (ChooseEnemy())
{
FoundEnemySound();
ClearCondition(COND_ENEMY_DEAD);
return SelectSchedule();
}
SetState(NPC_STATE_ALERT);
return SelectSchedule();
}
// Can any enemies see me?
bool bEnemyCanSeeMe = HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME) && HasCondition(COND_HAVE_ENEMY_LOS);
// If I'm scared of this enemy and he's looking at me, run away
if ((IRelationType(GetEnemy()) == D_FR) && bEnemyCanSeeMe)
{
FearSound();
return SCHED_RUN_FROM_ENEMY;
}
// If in a squad, only one or two shadow walkers can chase the player. This is configurable through Hammer.
bool bCanChase = true;
if (m_bUseBothSquadSlots) {
bCanChase = OccupyStrategySlotRange(SQUAD_SLOT_CHASE_1, SQUAD_SLOT_CHASE_2);
}
else {
bCanChase = OccupyStrategySlot(SQUAD_SLOT_CHASE_1);
}
bCanChase = bCanChase || EnemyDistance(GetEnemy()) < 128 || (bEnemyCanSeeMe && (HasCondition(COND_LIGHT_DAMAGE) || HasCondition(COND_HEAVY_DAMAGE)));
// If I'm not allowed to chase this enemy of this enemy and he's looking at me, set up an ambush
if (!bCanChase)
{
FearSound();
SetState((NPC_STATE)NPC_STATE_AMBUSH);
return SCHED_HIDE;
}
// Reloading conditions are necessary just in case for some reason somebody gives the Shadow Walker a gun
if (HasRangedWeapon() && (HasCondition(COND_LOW_PRIMARY_AMMO) || HasCondition(COND_NO_PRIMARY_AMMO)))
{
return SCHED_HIDE_AND_RELOAD;
}
// Can we see the enemy?
if (!HasCondition(COND_SEE_ENEMY))
{
// Chase!
return SCHED_CHASE_ENEMY;
}
if (HasCondition(COND_TOO_CLOSE_TO_ATTACK))
return SCHED_BACK_AWAY_FROM_ENEMY;
// we can see the enemy
if (HasCondition(COND_CAN_MELEE_ATTACK1)) {
return SCHED_MELEE_ATTACK1;
}
if (HasCondition(COND_CAN_MELEE_ATTACK2)) {
return SCHED_MELEE_ATTACK2;
}
if (HasRangedWeapon() && GetShotRegulator()->IsInRestInterval())
{
if (HasCondition(COND_CAN_RANGE_ATTACK1))
return SCHED_COMBAT_FACE;
}
if (HasRangedWeapon() && HasCondition(COND_CAN_RANGE_ATTACK1))
{
if (OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2))
return SCHED_RANGE_ATTACK1;
return SCHED_RUN_FROM_ENEMY;
}
if (HasRangedWeapon() && HasCondition(COND_CAN_RANGE_ATTACK2))
return SCHED_RANGE_ATTACK2;
if (HasCondition(COND_NOT_FACING_ATTACK))
return SCHED_COMBAT_FACE;
if (!HasCondition(COND_CAN_RANGE_ATTACK1) && !HasCondition(COND_CAN_MELEE_ATTACK1))
{
// if we can see enemy but can't use either attack type, we must need to get closer to enemy
if (HasRangedWeapon())
return SCHED_MOVE_TO_WEAPON_RANGE;
return SCHED_CHASE_ENEMY;
}
DevWarning(2, "No suitable combat schedule!\n");
return SCHED_FAIL;
}
//-----------------------------------------------------------------------------
// Purpose: Override base class schedules
//-----------------------------------------------------------------------------
int CNPC_ShadowWalker::TranslateSchedule(int scheduleType)
{
switch (scheduleType)
{
case SCHED_MELEE_ATTACK1:
return SCHED_MELEE_ATTACK_NOINTERRUPT;
case SCHED_IDLE_WANDER: // We want idle wandering to be interruptible - patrol walk is a better schedule
return SCHED_PATROL_WALK;
}
return BaseClass::TranslateSchedule(scheduleType);
}
//-----------------------------------------------------------------------------
// Purpose: Override base class activiites
//-----------------------------------------------------------------------------
Activity CNPC_ShadowWalker::NPC_TranslateActivity(Activity activity)
{
switch (activity) {
case ACT_RUN_AIM_SHOTGUN:
return ACT_RUN_AIM_RIFLE;
case ACT_WALK_AIM_SHOTGUN:
return ACT_WALK_AIM_RIFLE;
case ACT_IDLE_ANGRY_SHOTGUN:
return ACT_IDLE_ANGRY_SMG1;
case ACT_RANGE_ATTACK_SHOTGUN_LOW:
return ACT_RANGE_ATTACK_SMG1_LOW;
case ACT_IDLE_MELEE:
case ACT_IDLE_ANGRY_MELEE: // If the walker has a melee weapon but is in an idle state, don't raise the weapon
if (m_NPCState == NPC_STATE_IDLE)
return ACT_IDLE_SUITCASE;
default:
return BaseClass::NPC_TranslateActivity(activity);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_ShadowWalker::Classify( void )
{
return CLASS_ZOMBIE;
}

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@ -0,0 +1,42 @@
//=//=============================================================================//
//
// Purpose: A malevolent being from a parallel universe which at one point
// may have been human.
//
// npc_shadow_walker is designed to be reusable as a generic horror
// game style npc. Its model and sound files may be configured through
// the hammer editor using keyfields.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "npc_base_custom.h"
//=========================================================
//=========================================================
class CNPC_ShadowWalker : public CAI_BlendingHost<CNPC_BaseCustomNPC>
{
DECLARE_DATADESC();
DECLARE_CLASS(CNPC_ShadowWalker, CAI_BlendingHost<CNPC_BaseCustomNPC>);
public:
void Precache(void);
void Spawn(void);
Class_T Classify(void);
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int SelectIdleSchedule();
virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule();
virtual Activity NPC_TranslateActivity(Activity eNewActivity);
virtual int TranslateSchedule(int scheduleType);
void Activate();
void FixupWeapon();
DEFINE_CUSTOM_AI;
};
LINK_ENTITY_TO_CLASS(npc_shadow_walker, CNPC_ShadowWalker);

View File

@ -0,0 +1,350 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// Purpose: Flare gun (fffsssssssssss!!)
//
// This is a custom extension of Valve's CFlaregun class.
// Some commented-out code has been duplicated from
// weapon_flaregun.cpp in order to keep the mod code isolated
// from the base game.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "basehlcombatweapon.h"
#include "decals.h"
#include "soundenvelope.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "weapon_flaregun.h"
#include "props.h"
#include "ai_basenpc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Custom convars for flaregun
ConVar flaregun_primary_velocity("sv_flaregun_primary_velocity", "1500");
ConVar flaregun_secondary_velocity("sv_flaregun_secondary_velocity", "500");
ConVar flaregun_duration_seconds("sv_flaregun_lifetime_seconds", "30");
ConVar flaregun_stop_velocity("sv_flaregun_stop_velocity", "128");
ConVar flaregun_projectile_sticky("sv_flaregun_projectile_sticky", "0");
ConVar flaregun_dynamic_lights("sv_flaregun_dynamic_lights", "1");
// Custom derived class for flare gun projectiles
class CFlareGunProjectile : public CFlare
{
public:
DECLARE_CLASS(CFlareGunProjectile, CFlare);
static CFlareGunProjectile *Create(Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime);
void IgniteOtherIfAllowed(CBaseEntity *pOther);
void FlareGunProjectileTouch(CBaseEntity *pOther);
void FlareGunProjectileBurnTouch(CBaseEntity *pOther);
};
class CFlaregunCustom : public CFlaregun
{
public:
DECLARE_CLASS(CFlaregunCustom, CFlaregun);
virtual bool Reload(void);
};
IMPLEMENT_SERVERCLASS_ST(CFlaregun, DT_Flaregun)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_flaregun, CFlaregunCustom);
PRECACHE_WEAPON_REGISTER( weapon_flaregun );
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CFlaregun::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Flare.Touch" );
PrecacheScriptSound( "Weapon_FlareGun.Burn" );
UTIL_PrecacheOther( "env_flare" );
}
//-----------------------------------------------------------------------------
// Purpose: Fires a flare from a given flaregun with a given velocity
// Acts like an extension method for CFlaregun
//-----------------------------------------------------------------------------
static void AttackWithVelocity(CFlaregun * flaregun, float projectileVelocity)
{
CBasePlayer *pOwner = ToBasePlayer(flaregun->GetOwner());
if (pOwner == NULL)
return;
if (flaregun->m_iClip1 <= 0)
{
flaregun->SendWeaponAnim(ACT_VM_DRYFIRE);
pOwner->m_flNextAttack = gpGlobals->curtime + flaregun->SequenceDuration();
return;
}
flaregun->m_iClip1 = flaregun->m_iClip1 - 1;
flaregun->SendWeaponAnim(ACT_VM_PRIMARYATTACK);
pOwner->m_flNextAttack = gpGlobals->curtime + 1;
CFlare *pFlare = CFlareGunProjectile::Create(pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION);
if (pFlare == NULL)
return;
Vector forward;
pOwner->EyeVectors(&forward);
forward *= projectileVelocity;
forward += pOwner->GetAbsVelocity(); // Add the player's velocity to the forward vector so that the flare follows the player's motion
forward.Normalized();
pFlare->SetAbsVelocity(forward);
pFlare->SetGravity(1.0f);
pFlare->SetFriction(0.85f);
pFlare->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
flaregun->WeaponSound(SINGLE);
}
//-----------------------------------------------------------------------------
// Purpose: Main attack
//-----------------------------------------------------------------------------
void CFlaregun::PrimaryAttack( void )
{
AttackWithVelocity(this, flaregun_primary_velocity.GetFloat());
}
//-----------------------------------------------------------------------------
// Purpose: Secondary attack - launches flares closer to the player
//-----------------------------------------------------------------------------
void CFlaregun::SecondaryAttack( void )
{
AttackWithVelocity(this, flaregun_secondary_velocity.GetFloat());
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFlaregunCustom::Reload(void)
{
bool fRet = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD);
if (fRet)
{
WeaponSound(RELOAD);
}
return fRet;
}
//-----------------------------------------------------------------------------
// Purpose: Create function for Flare Gun projectile
// Input : vecOrigin -
// vecAngles -
// *pOwner -
// Output : CFlare
//-----------------------------------------------------------------------------
CFlareGunProjectile *CFlareGunProjectile::Create(Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime)
{
CFlareGunProjectile *pFlare = (CFlareGunProjectile *)CreateEntityByName("env_flare");
if (pFlare == NULL)
return NULL;
UTIL_SetOrigin(pFlare, vecOrigin);
pFlare->SetLocalAngles(vecAngles);
pFlare->Spawn();
pFlare->SetTouch(&CFlareGunProjectile::FlareGunProjectileTouch);
pFlare->SetThink(&CFlare::FlareThink);
pFlare->m_bLight = flaregun_dynamic_lights.GetBool();
//Start up the flare
pFlare->Start(lifetime);
//Don't start sparking immediately
pFlare->SetNextThink(gpGlobals->curtime + 0.5f);
//Burn out time
pFlare->m_flTimeBurnOut = gpGlobals->curtime + lifetime;
// Time to next burn damage
pFlare->m_flNextDamage = gpGlobals->curtime;
pFlare->RemoveSolidFlags(FSOLID_NOT_SOLID);
pFlare->AddSolidFlags(FSOLID_NOT_STANDABLE);
pFlare->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
pFlare->SetOwnerEntity(pOwner);
pFlare->m_pOwner = pOwner;
return pFlare;
}
//-----------------------------------------------------------------------------
// Purpose: Touch function for flaregun projectiles
// Input : *pOther - The entity that the flare has collided with
//-----------------------------------------------------------------------------
void CFlareGunProjectile::FlareGunProjectileTouch(CBaseEntity *pOther)
{
Assert(pOther);
if (!pOther->IsSolid())
return;
if ((m_nBounces < 10) && (GetWaterLevel() < 1))
{
// Throw some real chunks here
g_pEffects->Sparks(GetAbsOrigin());
}
//If the flare hit a person or NPC, do damage here.
if (pOther && pOther->m_takedamage)
{
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity *= 0.1f;
SetAbsVelocity(vecNewVelocity);
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
SetGravity(1.0f);
Die(0.5);
IgniteOtherIfAllowed(pOther);
m_nBounces++;
return;
}
else
{
// hit the world, check the material type here, see if the flare should stick.
trace_t tr;
tr = CBaseEntity::GetTouchTrace();
//Only do this on the first bounce if the convar is set
if (flaregun_projectile_sticky.GetBool() && m_nBounces == 0)
{
const surfacedata_t *pdata = physprops->GetSurfaceData(tr.surface.surfaceProps);
if (pdata != NULL)
{
//Only embed into concrete and wood (jdw: too obscure for players?)
//if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) )
{
Vector impactDir = (tr.endpos - tr.startpos);
VectorNormalize(impactDir);
float surfDot = tr.plane.normal.Dot(impactDir);
//Do not stick to ceilings or on shallow impacts
if ((tr.plane.normal.z > -0.5f) && (surfDot < -0.9f))
{
RemoveSolidFlags(FSOLID_NOT_SOLID);
AddSolidFlags(FSOLID_TRIGGER);
UTIL_SetOrigin(this, tr.endpos + (tr.plane.normal * 2.0f));
SetAbsVelocity(vec3_origin);
SetMoveType(MOVETYPE_NONE);
SetTouch(&CFlareGunProjectile::FlareGunProjectileBurnTouch);
int index = decalsystem->GetDecalIndexForName("SmallScorch");
if (index >= 0)
{
CBroadcastRecipientFilter filter;
te->Decal(filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX(tr.m_pEnt), tr.hitbox, index);
}
CPASAttenuationFilter filter2(this, "Flare.Touch");
EmitSound(filter2, entindex(), "Flare.Touch");
return;
}
}
}
}
//Scorch decal
if (GetAbsVelocity().LengthSqr() > (250 * 250))
{
int index = decalsystem->GetDecalIndexForName("FadingScorch");
if (index >= 0)
{
CBroadcastRecipientFilter filter;
te->Decal(filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX(tr.m_pEnt), tr.hitbox, index);
}
}
// Change our flight characteristics
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
SetGravity(UTIL_ScaleForGravity(640));
m_nBounces++;
//After the first bounce, smacking into whoever fired the flare is fair game
SetOwnerEntity(this);
// Slow down
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity.x *= 0.8f;
vecNewVelocity.y *= 0.8f;
SetAbsVelocity(vecNewVelocity);
//Stopped?
if (GetAbsVelocity().Length() < flaregun_stop_velocity.GetFloat())
{
RemoveSolidFlags(FSOLID_NOT_SOLID);
AddSolidFlags(FSOLID_TRIGGER);
SetAbsVelocity(vec3_origin);
SetMoveType(MOVETYPE_NONE);
SetTouch(&CFlareGunProjectile::FlareGunProjectileBurnTouch);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CFlareGunProjectile::FlareGunProjectileBurnTouch(CBaseEntity *pOther)
{
if (pOther && pOther->m_takedamage && (m_flNextDamage < gpGlobals->curtime))
{
// Don't do damage - I want consistent behavior between initial collisions and after landing collisions
// pOther->TakeDamage(CTakeDamageInfo(this, m_pOwner, 1, (DMG_BULLET | DMG_BURN)));
m_flNextDamage = gpGlobals->curtime + 1.0f;
IgniteOtherIfAllowed(pOther);
}
}
void CFlareGunProjectile::IgniteOtherIfAllowed(CBaseEntity * pOther)
{
// Don't burn the player
if (pOther->IsPlayer())
return;
CAI_BaseNPC *pNPC;
pNPC = dynamic_cast<CAI_BaseNPC*>(pOther);
if (pNPC) {
// Don't burn friendly NPCs
if (pNPC->IsPlayerAlly())
return;
// Don't burn boss enemies
if (FStrEq(STRING(pNPC->m_iClassname), "npc_combinegunship")
|| FStrEq(STRING(pNPC->m_iClassname), "npc_combinedropship")
|| FStrEq(STRING(pNPC->m_iClassname), "npc_strider")
|| FStrEq(STRING(pNPC->m_iClassname), "npc_helicopter")
)
return;
// Burn this NPC
pNPC->IgniteLifetime(flaregun_duration_seconds.GetFloat());
}
// If this is a breakable prop, ignite it!
CBreakableProp *pBreakable;
pBreakable = dynamic_cast<CBreakableProp*>(pOther);
if (pBreakable)
pBreakable->IgniteLifetime(flaregun_duration_seconds.GetFloat());
}

View File

@ -0,0 +1,35 @@
//=//=============================================================================//
//
// 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(); }
virtual void Drop(const Vector &vecVelocity);
public:
string_t m_iszWeaponModelName;
DECLARE_DATADESC();
};
void CWeaponCustomMelee::Drop(const Vector &vecVelocity)
{
BaseClass::Drop(vecVelocity);
AddSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP);
}
LINK_ENTITY_TO_CLASS(weapon_custommelee, CWeaponCustomMelee);
BEGIN_DATADESC(CWeaponCustomMelee)
DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
END_DATADESC()

View File

@ -50,6 +50,18 @@ $Project "Server (Episodic)"
$Folder "HL2 DLL"
{
$Folder "Mod"
{
$File "mod\npc_base_custom.h"
$File "mod\npc_base_custom.cpp"
$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 "mod\weapon_custom_flaregun.cpp"
$File "hl2\npc_bullsquid.h"
$File "hl2\npc_bullsquid.cpp"
}
$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_epx.cpp"

View File

@ -119,10 +119,9 @@ ConVar sk_plr_dmg_smg1 ( "sk_plr_dmg_smg1","0", FCVAR_REPLICATED );
ConVar sk_npc_dmg_smg1 ( "sk_npc_dmg_smg1","0", FCVAR_REPLICATED);
ConVar sk_max_smg1 ( "sk_max_smg1","0", FCVAR_REPLICATED);
// FIXME: remove these
//ConVar sk_plr_dmg_flare_round ( "sk_plr_dmg_flare_round","0", FCVAR_REPLICATED);
//ConVar sk_npc_dmg_flare_round ( "sk_npc_dmg_flare_round","0", FCVAR_REPLICATED);
//ConVar sk_max_flare_round ( "sk_max_flare_round","0", FCVAR_REPLICATED);
ConVar sk_plr_dmg_flare_round ( "sk_plr_dmg_flare_round","0", FCVAR_REPLICATED);
ConVar sk_npc_dmg_flare_round ( "sk_npc_dmg_flare_round","0", FCVAR_REPLICATED);
ConVar sk_max_flare_round ( "sk_max_flare_round","15", FCVAR_REPLICATED);
ConVar sk_plr_dmg_buckshot ( "sk_plr_dmg_buckshot","0", FCVAR_REPLICATED);
ConVar sk_npc_dmg_buckshot ( "sk_npc_dmg_buckshot","0", FCVAR_REPLICATED);
@ -206,7 +205,7 @@ bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
// Damage types that are time-based.
#ifdef HL2_EPISODIC
// This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_ACID | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
#else
return BaseClass::Damage_IsTimeBased( iDmgType );
#endif
@ -380,7 +379,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0);
@ -389,7 +388,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0);
@ -404,6 +403,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_BARNACLE
@ -416,7 +416,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0);
@ -425,7 +425,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0);
@ -439,6 +439,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_BULLSEYE
@ -448,7 +449,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0);
@ -457,7 +458,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0);
@ -475,7 +476,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
// ------------------------------------------------------------
// > CLASS_BULLSQUID
// ------------------------------------------------------------
/*
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_NONE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ANTLION, D_HT, 0);
@ -504,7 +505,8 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HACKED_ROLLERMINE,D_HT, 0);
*/
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_CITIZEN_PASSIVE
// ------------------------------------------------------------
@ -513,7 +515,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0);
@ -522,7 +524,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0);
@ -536,6 +538,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_TEST,D_FR, 0);
// ------------------------------------------------------------
// > CLASS_CITIZEN_REBEL
@ -545,7 +548,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0);
@ -554,7 +557,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0);
@ -568,6 +571,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HACKED_ROLLERMINE,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_COMBINE
@ -577,7 +581,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0);
@ -586,7 +590,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0);
@ -600,7 +604,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_COMBINE_GUNSHIP
// ------------------------------------------------------------
@ -609,7 +613,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0);
@ -618,7 +622,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0);
@ -632,7 +636,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_COMBINE_HUNTER
// ------------------------------------------------------------
@ -641,7 +645,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE, D_LI, 0);
@ -650,7 +654,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MILITARY, D_NU, 0);
@ -664,7 +668,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_CONSCRIPT
// ------------------------------------------------------------
@ -673,7 +677,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0);
@ -682,7 +686,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0);
@ -696,7 +700,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HACKED_ROLLERMINE,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_FLARE
// ------------------------------------------------------------
@ -705,7 +709,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0);
@ -714,7 +718,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0);
@ -738,7 +742,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0);
@ -747,7 +751,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0);
@ -761,17 +765,17 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HACKED_ROLLERMINE,D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_HOUNDEYE
// ------------------------------------------------------------
/*
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_NONE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSQUID, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE, D_HT, 0);
@ -794,7 +798,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
*/
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_MANHACK
@ -804,7 +808,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0);
@ -813,7 +817,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HOUNDEYE, D_HT,-1);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HOUNDEYE, D_HT,-1);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0);
@ -827,7 +831,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_METROPOLICE
// ------------------------------------------------------------
@ -836,7 +840,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0);
@ -845,7 +849,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0);
@ -859,6 +863,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_MILITARY
@ -868,7 +873,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0);
@ -877,7 +882,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0);
@ -891,6 +896,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_MISSILE
@ -900,7 +906,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0);
@ -909,7 +915,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0);
@ -923,6 +929,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_NONE
@ -932,7 +939,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ANTLION, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0);
@ -941,7 +948,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0);
@ -963,7 +970,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0);
@ -972,7 +979,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0);
@ -986,7 +993,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HACKED_ROLLERMINE,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_PLAYER_ALLY
// ------------------------------------------------------------
@ -995,7 +1002,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0);
@ -1004,7 +1011,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0);
@ -1018,6 +1025,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HACKED_ROLLERMINE,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_PLAYER_ALLY_VITAL
@ -1027,7 +1035,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0);
@ -1036,7 +1044,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0);
@ -1050,7 +1058,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HACKED_ROLLERMINE,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_SCANNER
// ------------------------------------------------------------
@ -1059,7 +1067,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0);
@ -1068,7 +1076,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0);
@ -1082,7 +1090,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_STALKER
// ------------------------------------------------------------
@ -1091,7 +1099,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0);
@ -1100,7 +1108,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0);
@ -1114,7 +1122,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_VORTIGAUNT
// ------------------------------------------------------------
@ -1123,7 +1131,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0);
@ -1132,7 +1140,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0);
@ -1146,7 +1154,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HACKED_ROLLERMINE,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_ZOMBIE
// ------------------------------------------------------------
@ -1155,7 +1163,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0);
@ -1164,7 +1172,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0);
@ -1178,7 +1186,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_PROTOSNIPER
// ------------------------------------------------------------
@ -1187,7 +1195,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSQUID, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0);
@ -1196,7 +1204,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HOUNDEYE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0);
@ -1210,7 +1218,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_EARTH_FAUNA
//
@ -1222,7 +1230,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0);
@ -1231,7 +1239,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0);
@ -1245,7 +1253,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HACKED_ROLLERMINE,D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_TEST,D_HT, 0);
// ------------------------------------------------------------
// > CLASS_HACKED_ROLLERMINE
// ------------------------------------------------------------
@ -1254,7 +1262,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ANTLION, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BARNACLE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSEYE, D_NU, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSQUID, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_REBEL, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE, D_HT, 0);
@ -1263,7 +1271,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CONSCRIPT, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_FLARE, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HEADCRAB, D_HT, 0);
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HOUNDEYE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MANHACK, D_NU, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_METROPOLICE, D_HT, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MILITARY, D_HT, 0);
@ -1277,6 +1285,7 @@ ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REP
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY, D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HACKED_ROLLERMINE,D_LI, 0);
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_TEST,D_HT, 0);
}
@ -1819,6 +1828,9 @@ CAmmoDef *GetAmmoDef()
def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
// Custom
def.AddAmmoType("FlareRound", DMG_BURN, TRACER_NONE, "sk_plr_dmg_flare_round", "sk_npc_dmg_flare_round", "sk_max_flare_round", 0, 0);
//=====================================================================
// STRIDER MINIGUN DAMAGE - Pull up a chair and I'll tell you a tale.
//