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commit 12ac62a956
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#include maps\mp\agents\_agent_utility;
#include common_scripts\utility;
#include maps\mp\_utility;
//=======================================================
// CodeCallback_AgentAdded
//=======================================================
CodeCallback_AgentAdded()
{
self initAgentScriptVariables();
agentTeam = "axis";
if( (level.numagents % 2) == 0 )
{
agentTeam = "allies";
}
level.numagents++;
self set_agent_team( agentTeam );
level.agentArray[ level.agentArray.size ] = self;
}
//=======================================================
// CodeCallback_AgentDamaged
//=======================================================
CodeCallback_AgentDamaged( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
eAttacker = _validateAttacker( eAttacker );
self [[ self agentFunc( "on_damaged" ) ]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
//=======================================================
// CodeCallback_AgentKilled
//=======================================================
CodeCallback_AgentKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
eAttacker = _validateAttacker( eAttacker );
self thread [[ self agentFunc("on_killed") ]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
}
//========================================================
// init
//========================================================
init()
{
initAgentLevelVariables();
// add all the agents we're supposed to have in the game with us
level thread add_agents_to_game();
}
//=======================================================
// connectNewAgent
//=======================================================
connectNewAgent( agent_type, team, class )
{
agent = getFreeAgent( agent_type );
if ( IsDefined( agent ) )
{
agent.connectTime = GetTime();
if ( IsDefined( team ) )
agent set_agent_team( team );
else
agent set_agent_team( agent.team );
if ( IsDefined( class ) )
agent.class_override = class;
if( IsDefined(level.agent_funcs[agent_type]["onAIConnect"]) )
agent [[ agent agentFunc("onAIConnect") ]]();
agent maps\mp\gametypes\_spawnlogic::addToCharactersArray();
AssertEx(agent.connectTime == GetTime(), "Agent spawn took too long - there should be no waits in connectNewAgent");
}
return agent;
}
//========================================================
// initAgentLevelVariables
//========================================================
initAgentLevelVariables()
{
level.agentArray = [];
level.numagents = 0;
}
//========================================================
// add_agents_to_game
//========================================================
add_agents_to_game()
{
level endon( "game_ended" );
level waittill("connected", player);
maxagents = GetMaxAgents();
while( level.agentArray.size < maxagents )
{
agent = AddAgent();
if( !IsDefined( agent) )
{
waitframe();
continue;
}
}
}
//========================================================
// set_agent_health
//========================================================
set_agent_health( health )
{
self.agenthealth = health;
self.health = health;
self.maxhealth = health;
}

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#include common_scripts\utility;
#include maps\mp\_utility;
//========================================================
// agentFunc
//========================================================
agentFunc( func_name )
{
assert( IsAgent( self ) );
assert( IsDefined(func_name) );
assert( isDefined(self.agent_type) );
assert( isDefined(level.agent_funcs[self.agent_type]) );
assert( isDefined(level.agent_funcs[self.agent_type][func_name]) );
return level.agent_funcs[self.agent_type][func_name];
}
//========================================================
// set_agent_team
//========================================================
set_agent_team( team, optional_owner )
{
// since an agent entity has both a "sentient" and an "agent", we need both
// these to understand the team the entity is on (much as client entities
// have a "sentient" and a "client"). The "team" field sets the "sentient"
// team and the "agentteam" field sets the "agent" team.
self.team = team;
self.agentteam = team;
self.pers["team"] = team;
self.owner = optional_owner;
self SetOtherEnt( optional_owner );
self SetEntityOwner( optional_owner );
}
//=======================================================
// initAgentScriptVariables
//=======================================================
initAgentScriptVariables()
{
self.agent_type = "player"; // TODO: communicate this to code?
self.pers = [];
self.hasDied = false;
self.isActive = false;
self.isAgent = true;
self.wasTI = false;
self.isSniper = false;
self.spawnTime = 0;
self.entity_number = self GetEntityNumber();
self.agent_teamParticipant = false;
self.agent_gameParticipant = false;
self.canPerformClientTraces = false;
self.agentname = undefined;
self DetachAll();
self initPlayerScriptVariables( false );
}
//========================================================
// initPlayerScriptVariables
//========================================================
initPlayerScriptVariables( asPlayer )
{
if ( !asPlayer )
{
// Not as a player
self.class = undefined;
self.lastClass = undefined;
self.moveSpeedScaler = undefined;
self.avoidKillstreakOnSpawnTimer = undefined;
self.guid = undefined;
self.name = undefined;
self.saved_actionSlotData = undefined;
self.perks = undefined;
self.weaponList = undefined;
self.omaClassChanged = undefined;
self.objectiveScaler = undefined;
self.touchTriggers = undefined;
self.carryObject = undefined;
self.claimTrigger = undefined;
self.canPickupObject = undefined;
self.killedInUse = undefined;
self.sessionteam = undefined;
self.sessionstate = undefined;
self.lastSpawnTime = undefined;
self.lastspawnpoint = undefined;
self.disabledWeapon = undefined;
self.disabledWeaponSwitch = undefined;
self.disabledOffhandWeapons = undefined;
self.disabledUsability = undefined;
self.shieldDamage = undefined;
self.shieldBulletHits = undefined;
self.recentShieldXP = undefined;
}
else
{
// As a player
self.moveSpeedScaler = 1;
self.avoidKillstreakOnSpawnTimer = 5;
self.guid = self getUniqueId();
self.name = self.guid;
self.sessionteam = self.team;
self.sessionstate = "playing";
self.shieldDamage = 0;
self.shieldBulletHits = 0;
self.recentShieldXP = 0;
self.agent_gameParticipant = true; // If initialized as a player, always make agent a game participant
self maps\mp\gametypes\_playerlogic::setupSavedActionSlots();
self thread maps\mp\perks\_perks::onPlayerSpawned();
if ( IsGameParticipant( self ) )
{
self.objectiveScaler = 1;
self maps\mp\gametypes\_gameobjects::init_player_gameobjects();
self.disabledWeapon = 0;
self.disabledWeaponSwitch = 0;
self.disabledOffhandWeapons = 0;
}
}
self.disabledUsability = 1;
}
//===========================================
// getFreeAgent
//===========================================
getFreeAgent( agent_type )
{
freeAgent = undefined;
if( IsDefined( level.agentArray ) )
{
foreach( agent in level.agentArray )
{
if( !IsDefined( agent.isActive ) || !agent.isActive )
{
if ( IsDefined(agent.waitingToDeactivate) && agent.waitingToDeactivate )
continue;
freeAgent = agent;
freeAgent initAgentScriptVariables();
if ( IsDefined( agent_type ) )
freeAgent.agent_type = agent_type; // TODO: communicate this to code?
break;
}
}
}
return freeAgent;
}
//=======================================================
// activateAgent
//=======================================================
activateAgent()
{
/#
if ( !self.isActive )
{
// Activating this agent, ensure that he has connected on the same frame
AssertEx(self.connectTime == GetTime(), "Agent spawn took too long - there should be no waits in between connectNewAgent and spawning the agent");
}
#/
self.isActive = true;
}
//=======================================================
// deactivateAgent
//=======================================================
deactivateAgent()
{
self thread deactivateAgentDelayed();
}
//=======================================================
// deactivateAgentDelayed
//=======================================================
deactivateAgentDelayed()
{
self notify("deactivateAgentDelayed");
self endon("deactivateAgentDelayed");
// During the 0.05s wait in deactivateAgentDelayed, the agent's script variables are all cleared out
// So we need to do this now while IsGameParticipant can still be checked
if ( IsGameParticipant(self) )
self maps\mp\gametypes\_spawnlogic::removeFromParticipantsArray();
self maps\mp\gametypes\_spawnlogic::removeFromCharactersArray();
// Wait till next frame before we "disconnect"
// That way things waiting on "death" but have endon("disconnect") will still function
// e.g. maps\mp\killstreaks\_juggernaut::juggRemover()
wait 0.05;
self.isActive = false;
self.hasDied = false;
self.owner = undefined;
self.connectTime = undefined;
self.waitingToDeactivate = undefined;
// Clear this agent from any other character's attackers array
foreach ( character in level.characters )
{
if ( IsDefined( character.attackers ) )
{
foreach ( index, attacker in character.attackers )
{
if ( attacker == self )
character.attackers[index] = undefined;
}
}
}
if ( IsDefined( self.headModel ) )
{
self Detach( self.headModel );
self.headModel = undefined;
}
self notify("disconnect");
}
//===========================================
// getNumActiveAgents
//===========================================
getNumActiveAgents( type )
{
if ( !IsDefined(type) )
type = "all";
agents = getActiveAgentsOfType(type);
return agents.size;
}
//===========================================
// getActiveAgentsOfType
//===========================================
getActiveAgentsOfType( type )
{
Assert(IsDefined(type));
agents = [];
if ( !IsDefined( level.agentArray ) )
return agents;
foreach ( agent in level.agentArray )
{
if ( IsDefined( agent.isActive ) && agent.isActive )
{
if ( type == "all" || agent.agent_type == type )
agents[agents.size] = agent;
}
}
return agents;
}
//===========================================
// getNumOwnedActiveAgents
//===========================================
getNumOwnedActiveAgents( player )
{
return getNumOwnedActiveAgentsByType( player, "all" );
}
//===========================================
// getNumOwnedActiveAgentsByType
//===========================================
getNumOwnedActiveAgentsByType( player, type )
{
Assert(IsDefined(type));
numOwnedActiveAgents = 0;
if( !IsDefined(level.agentArray) )
{
return numOwnedActiveAgents;
}
foreach( agent in level.agentArray )
{
if( IsDefined( agent.isActive ) && agent.isActive )
{
if ( IsDefined(agent.owner) && (agent.owner == player) )
{
// Adding exclusion for "alien" type from a request for "all" to prevent the Seeker killstreak in mp_dome_ns from overloading the max allowable agents per player.
if ( ( type == "all" && agent.agent_type != "alien" ) || agent.agent_type == type )
numOwnedActiveAgents++;
}
}
}
return numOwnedActiveAgents;
}
//=======================================================
// getValidSpawnPathNodeNearPlayer
//=======================================================
getValidSpawnPathNodeNearPlayer( bDoPhysicsTraceToPlayer, bDoPhysicsTraceToValidateNode ) // self = player
{
assert( isPlayer( self ) );
nodeArray = GetNodesInRadius( self.origin, 350, 64, 128, "Path" );
if( !IsDefined(nodeArray) || (nodeArray.size == 0) )
{
return undefined;
}
if ( IsDefined(level.waterDeleteZ) && IsDefined(level.trigUnderWater) )
{
// Ignore any nodes where the agent would die immediately upon spawning
nodeArrayOld = nodeArray;
nodeArray = [];
foreach( node in nodeArrayOld )
{
if ( node.origin[ 2 ] > level.waterDeleteZ || !IsPointInVolume( node.origin, level.trigUnderWater ) )
nodeArray[nodeArray.size] = node;
}
}
playerDirection = AnglesToForward( self.angles );
bestDot = -10;
playerHeight = maps\mp\gametypes\_spawnlogic::getPlayerTraceHeight( self );
zOffset = ( 0, 0, playerHeight );
if ( !IsDefined(bDoPhysicsTraceToPlayer) )
bDoPhysicsTraceToPlayer = false;
if ( !IsDefined(bDoPhysicsTraceToValidateNode) )
bDoPhysicsTraceToValidateNode = false;
pathNodeSortedByDot = [];
pathNodeDotValues = [];
foreach( pathNode in nodeArray )
{
if ( !pathNode DoesNodeAllowStance("stand") || isDefined ( pathnode.no_agent_spawn) )
continue;
directionToNode = VectorNormalize( pathNode.origin - self.origin );
dot = VectorDot( playerDirection, directionToNode );
i = 0;
for ( ; i < pathNodeDotValues.size; i++ )
{
if ( dot > pathNodeDotValues[i] )
{
for ( j = pathNodeDotValues.size; j > i; j-- )
{
pathNodeDotValues[j] = pathNodeDotValues[j-1];
pathNodeSortedByDot[j] = pathNodeSortedByDot[j-1];
}
break;
}
}
pathNodeSortedByDot[i] = pathNode;
pathNodeDotValues[i] = dot;
}
// pick a path node in the player's view
for ( i = 0; i < pathNodeSortedByDot.size; i++ )
{
pathNode = pathNodeSortedByDot[i];
traceStart = self.origin + zOffset;
traceEnd = pathNode.origin + zOffset;
if ( i > 0 )
wait(0.05); // Spread out the traces across multiple frames
// prevent selecting a node that the player cannot see
if( !SightTracePassed( traceStart, traceEnd, false, self ) )
{
continue;
}
if ( bDoPhysicsTraceToValidateNode )
{
if ( i > 0 )
wait(0.05); // Spread out the traces across multiple frames
hitPos = PlayerPhysicsTrace( pathNode.origin + zOffset, pathNode.origin );
if ( DistanceSquared( hitPos, pathNode.origin ) > 1 )
continue;
}
if ( bDoPhysicsTraceToPlayer )
{
if ( i > 0 )
wait(0.05); // Spread out the traces across multiple frames
hitPos = PhysicsTrace( traceStart, traceEnd );
if ( DistanceSquared( hitPos, traceEnd ) > 1 )
continue;
}
return pathNode;
}
// always return a node for safeguard
if( (pathNodeSortedByDot.size > 0) && IsDefined(level.isHorde) )
return pathNodeSortedByDot[0];
}
//=======================================================
// killAgent
//=======================================================
killAgent( agent )
{
// do enough damage to kill the agent regardless of any damage mitigation
agent DoDamage( agent.health + 500000, agent.origin );
}
//=======================================================
// killDog
//=======================================================
killDog() // self == dog
{
self [[ self agentFunc( "on_damaged" ) ]](
level, // eInflictor The entity that causes the damage.(e.g. a turret)
undefined, // eAttacker The entity that is attacking.
self.health + 1, // iDamage Integer specifying the amount of damage done
0, // iDFlags Integer specifying flags that are to be applied to the damage
"MOD_CRUSH", // sMeansOfDeath Integer specifying the method of death
"none", // sWeapon The weapon number of the weapon used to inflict the damage
( 0, 0, 0 ), // vPoint The point the damage is from?
(0, 0, 0), // vDir The direction of the damage
"none", // sHitLoc The location of the hit
0 // psOffsetTime The time offset for the damage
);
}

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maps/mp/agents/_agents.gsc Normal file
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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_damage;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\agents\_agent_utility;
//=======================================================================
// main
// This is functions is called directly from native code on game startup
// The particular gametype's main() is called from native code afterward
//=======================================================================
main()
{
if( IsDefined( level.createFX_enabled ) && level.createFX_enabled )
return;
setup_callbacks();
// Enable badplaces in destructibles
level.badplace_cylinder_func = ::badplace_cylinder;
level.badplace_delete_func = ::badplace_delete;
/#
level thread monitor_scr_agent_players();
#/
level thread maps\mp\agents\_agent_common::init();
level thread maps\mp\killstreaks\_agent_killstreak::init();
level thread maps\mp\killstreaks\_dog_killstreak::init();
}
//========================================================
// setup_callbacks
//========================================================
setup_callbacks()
{
if ( !IsDefined( level.agent_funcs ) )
level.agent_funcs = [];
level.agent_funcs["player"] = [];
level.agent_funcs["player"]["spawn"] = ::spawn_agent_player;
level.agent_funcs["player"]["think"] = maps\mp\bots\_bots_gametype_war::bot_war_think;
level.agent_funcs["player"]["on_killed"] = ::on_agent_player_killed;
level.agent_funcs["player"]["on_damaged"] = ::on_agent_player_damaged;
level.agent_funcs["player"]["on_damaged_finished"] = ::agent_damage_finished;
maps\mp\killstreaks\_agent_killstreak::setup_callbacks();
maps\mp\killstreaks\_dog_killstreak::setup_callbacks();
}
wait_till_agent_funcs_defined()
{
while( !IsDefined(level.agent_funcs) )
wait(0.05);
}
/#
//=======================================================
// new_scr_agent_team
//=======================================================
new_scr_agent_team()
{
teamCounts = [];
teamCounts["allies"] = 0;
teamCounts["axis"] = 0;
minTeam = undefined;
foreach( player in level.participants )
{
if ( !IsDefined( teamCounts[player.team] ) )
teamCounts[player.team] = 0;
if ( IsTeamParticipant( player ) )
teamCounts[player.team]++;
}
foreach ( team, count in teamCounts )
{
if ( (team != "spectator") && (!IsDefined(minTeam) || teamCounts[minTeam] > count) )
minTeam = team;
}
return minTeam;
}
//=======================================================
// monitor_scr_agent_players
//=======================================================
monitor_scr_agent_players()
{
SetDevDvarIfUninitialized( "scr_agent_players_add", "0" );
SetDevDvarIfUninitialized( "scr_agent_players_drop", "0" );
while(level.players.size == 0)
wait(0.05); // Agents don't exist until a player connects
for( ;; )
{
wait(0.1);
add_agent_players = getdvarInt("scr_agent_players_add");
drop_agent_players = getdvarInt("scr_agent_players_drop");
if ( add_agent_players != 0 )
SetDevDvar( "scr_agent_players_add", 0 );
if ( drop_agent_players != 0 )
SetDevDvar( "scr_agent_players_drop", 0 );
for ( i = 0; i < add_agent_players; i++ )
{
agent = add_humanoid_agent( "player", new_scr_agent_team(), undefined, undefined, undefined, undefined, true, true );
if ( IsDefined( agent ) )
agent.agent_teamParticipant = true;
}
foreach ( agent in level.agentArray )
{
if ( !IsDefined( agent.isActive ) )
continue;
if ( IsDefined( agent.isActive ) && agent.isActive && agent.agent_type == "player" )
{
if ( drop_agent_players > 0 )
{
agent maps\mp\agents\_agent_utility::deactivateAgent();
agent Suicide();
drop_agent_players--;
}
}
}
}
}
#/
//=======================================================
// add_humanoid_agent
//=======================================================
add_humanoid_agent( agent_type, team, class, optional_spawnOrigin, optional_spawnAngles, optional_owner, use_randomized_personality, respawn_on_death, difficulty )
{
agent = maps\mp\agents\_agent_common::connectNewAgent( agent_type, team, class );
if( IsDefined( agent ) )
{
agent thread [[ agent agentFunc("spawn") ]]( optional_spawnOrigin, optional_spawnAngles, optional_owner, use_randomized_personality, respawn_on_death, difficulty );
}
return agent;
}
//========================================================
// spawn_agent_player
//========================================================
spawn_agent_player( optional_spawnOrigin, optional_spawnAngles, optional_owner, use_randomized_personality, respawn_on_death, difficulty )
{
self endon("disconnect");
while( !IsDefined(level.getSpawnPoint) )
{
waitframe();
}
if( self.hasDied )
{
wait( RandomIntRange(6, 10) );
}
self initPlayerScriptVariables( true );
// allow killstreaks to pass in specific spawn locations
if( IsDefined(optional_spawnOrigin) && IsDefined(optional_spawnAngles) )
{
spawnOrigin = optional_spawnOrigin;
spawnAngles = optional_spawnAngles;
self.lastSpawnPoint = SpawnStruct();
self.lastSpawnPoint.origin = spawnOrigin;
self.lastSpawnPoint.angles = spawnAngles;
}
else
{
spawnPoint = self [[level.getSpawnPoint]]();
spawnOrigin = spawnpoint.origin;
spawnAngles = spawnpoint.angles;
// Player specific variables needed in damage processing
self.lastSpawnPoint = spawnpoint;
}
self activateAgent();
self.lastSpawnTime = GetTime();
self.spawnTime = GetTime();
phys_trace_start = spawnOrigin + (0,0,25);
phys_trace_end = spawnOrigin;
newSpawnOrigin = PlayerPhysicsTrace(phys_trace_start, phys_trace_end);
if ( DistanceSquared( newSpawnOrigin, phys_trace_start ) > 1 )
{
// If the result from the physics trace wasn't immediately in solid, then use it instead
spawnOrigin = newSpawnOrigin;
}
// called from code when an agent is done initializing after AddAgent is called
// this should set up any state specific to this agent and game
self SpawnAgent( spawnOrigin, spawnAngles );
if ( IsDefined(use_randomized_personality) && use_randomized_personality )
{
/#
self maps\mp\bots\_bots::bot_set_personality_from_dev_dvar();
#/
self maps\mp\bots\_bots_personality::bot_assign_personality_functions(); // Randomized personality was already set, so just need to setup functions
}
else
{
self maps\mp\bots\_bots_util::bot_set_personality( "default" );
}
if ( IsDefined( difficulty ) )
self maps\mp\bots\_bots_util::bot_set_difficulty( difficulty );
self initPlayerClass();
self maps\mp\agents\_agent_common::set_agent_health( 100 );
if ( IsDefined(respawn_on_death) && respawn_on_death )
self.respawn_on_death = true;
// must set the team after SpawnAgent to fix a bug with weapon crosshairs and nametags
if( IsDefined(optional_owner) )
self set_agent_team( optional_owner.team, optional_owner );
if( isDefined( self.owner ) )
self thread destroyOnOwnerDisconnect( self.owner );
self thread maps\mp\_flashgrenades::monitorFlash();
// switch to agent bot mode and wipe all AI info clean
self EnableAnimState( false );
self [[level.onSpawnPlayer]]();
self maps\mp\gametypes\_class::giveLoadout( self.team, self.class, true );
self thread maps\mp\bots\_bots::bot_think_watch_enemy( true );
self thread maps\mp\bots\_bots::bot_think_crate();
if ( self.agent_type == "player" )
self thread maps\mp\bots\_bots::bot_think_level_actions();
else if ( self.agent_type == "odin_juggernaut" )
self thread maps\mp\bots\_bots::bot_think_level_actions( 128 );
self thread maps\mp\bots\_bots_strategy::bot_think_tactical_goals();
self thread [[ self agentFunc("think") ]]();
if ( !self.hasDied )
self maps\mp\gametypes\_spawnlogic::addToParticipantsArray();
self.hasDied = false;
self thread maps\mp\gametypes\_weapons::onPlayerSpawned();
self thread maps\mp\gametypes\_healthoverlay::playerHealthRegen();
self thread maps\mp\gametypes\_battlechatter_mp::onPlayerSpawned();
level notify( "spawned_agent_player", self );
level notify( "spawned_agent", self );
self notify( "spawned_player" );
}
//========================================================
// destroyOnOwnerDisconnect
//========================================================
destroyOnOwnerDisconnect( owner )
{
self endon( "death" );
owner waittill( "killstreak_disowned" );
self notify( "owner_disconnect" );
// Wait till host migration finishes before suiciding
if ( maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone() )
wait 0.05;
// kill the agent
self Suicide();
}
//========================================================
// agent_damage_finished
//========================================================
agent_damage_finished( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if( IsDefined( eInflictor ) || IsDefined( eAttacker ) )
{
if( !IsDefined( eInflictor ) )
eInflictor = eAttacker;
if( isdefined(self.allowVehicleDamage) && !self.allowVehicleDamage )
{
if( IsDefined( eInflictor.classname ) && eInflictor.classname == "script_vehicle" )
return false;
}
if( IsDefined( eInflictor.classname ) && eInflictor.classname == "auto_turret" )
eAttacker = eInflictor;
if( IsDefined( eAttacker ) && sMeansOfDeath != "MOD_FALLING" && sMeansOfDeath != "MOD_SUICIDE" )
{
if( level.teamBased )
{
if( IsDefined( eAttacker.team ) && eAttacker.team != self.team )
{
self SetAgentAttacker( eAttacker );
}
}
else
{
self SetAgentAttacker( eAttacker );
}
}
}
Assert(IsDefined(self.isActive) && self.isActive);
self FinishAgentDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset, 0.0 );
if ( !IsDefined(self.isActive) )
{
// Agent just died and cleared out all his script variables
// So don't allow this agent to be freed up until he is properly deactivated in deactivateAgentDelayed
self.waitingToDeactivate = true;
}
return true;
}
//=======================================================
// on_agent_generic_damaged
//=======================================================
on_agent_generic_damaged( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
attckerIsOwner = IsDefined(eAttacker) && IsDefined(self.owner) && (self.owner == eAttacker);
attackerIsTeammate = attackerIsHittingTeam( self.owner, eAttacker ) || attckerIsOwner;
// ignore friendly fire damage for team based modes
if( level.teambased && attackerIsTeammate && !level.friendlyfire )
return false;
// ignore damage from owner in non team based modes
if( !level.teambased && attckerIsOwner )
return false;
// don't let helicopters and other vehicles crush a player, if we want it to then put in a special case here
if( IsDefined( sMeansOfDeath ) && sMeansOfDeath == "MOD_CRUSH" && IsDefined( eInflictor ) && IsDefined( eInflictor.classname ) && eInflictor.classname == "script_vehicle" )
return false;
if ( !IsDefined( self ) || !isReallyAlive( self ) )
return false;
if ( IsDefined( eAttacker ) && eAttacker.classname == "script_origin" && IsDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
return false;
if ( sWeapon == "killstreak_emp_mp" )
return false;
if ( sWeapon == "bouncingbetty_mp" && !maps\mp\gametypes\_weapons::mineDamageHeightPassed( eInflictor, self ) )
return false;
// JC-ToDo: - Kept this here in case I bring back mine logic for the mk32
// if ( sWeapon == "xm25_mp" && sMeansOfDeath == "MOD_IMPACT" )
// iDamage = 95;
// ensure throwing knife death
if ( ( sWeapon == "throwingknife_mp" || sWeapon == "throwingknifejugg_mp" ) && sMeansOfDeath == "MOD_IMPACT" )
iDamage = self.health + 1;
// ensures stuck death
if ( IsDefined( eInflictor ) && IsDefined( eInflictor.stuckEnemyEntity ) && eInflictor.stuckEnemyEntity == self )
iDamage = self.health + 1;
if( iDamage <= 0 )
return false;
if ( IsDefined( eAttacker ) && eAttacker != self && iDamage > 0 && ( !IsDefined( sHitLoc ) || sHitLoc != "shield" ) )
{
if( iDFlags & level.iDFLAGS_STUN )
typeHit = "stun";
else if( !shouldWeaponFeedback( sWeapon ) )
typeHit = "none";
else
typeHit = ter_op( iDamage >= self.health, "hitkill" ,"standard" ); // adds final kill hitmarker to dogs
eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( typeHit );
}
if ( IsDefined( level.modifyPlayerDamage ) )
iDamage = [[level.modifyPlayerDamage]]( self, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
return self [[ self agentFunc( "on_damaged_finished" ) ]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
//========================================================
// on_agent_player_damaged
//========================================================
on_agent_player_damaged( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
attckerIsOwner = IsDefined(eAttacker) && IsDefined(self.owner) && (self.owner == eAttacker);
// ignore damage from owner in non team based modes
if( !level.teambased && attckerIsOwner )
return false;
Callback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
//=======================================================
// on_agent_player_killed
//=======================================================
on_agent_player_killed(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
self on_humanoid_agent_killed_common(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration, true);
// award XP for killing agents
if( isPlayer( eAttacker ) && (!isDefined(self.owner) || eAttacker != self.owner) )
{
// TODO: should play vo for killing the agent
self maps\mp\gametypes\_damage::onKillstreakKilled( eAttacker, sWeapon, sMeansOfDeath, iDamage, "destroyed_squad_mate" );
}
self maps\mp\gametypes\_weapons::dropScavengerForDeath( eAttacker );
if ( self.isActive )
{
self.hasDied = true;
if ( getGametypeNumLives() != 1 && ( IsDefined(self.respawn_on_death) && self.respawn_on_death ) )
{
self thread [[ self agentFunc("spawn") ]]();
}
else
{
self deactivateAgent();
}
}
}
//=======================================================
// on_humanoid_agent_killed_common
//=======================================================
on_humanoid_agent_killed_common(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration, dropWeapons )
{
// Things that happen on every type of humanoid agent that dies
if ( self.hasRiotShieldEquipped )
{
self LaunchShield( iDamage, sMeansofDeath );
if ( !dropWeapons )
{
// If not dropping weapons, need to make sure we at least drop the riot shield
item = self dropItem( self GetCurrentWeapon() );
if( IsDefined(item) )
{
item thread maps\mp\gametypes\_weapons::deletePickupAfterAWhile();
item.owner = self;
item.ownersattacker = eAttacker;
item MakeUnusable();
}
}
}
if ( dropWeapons )
self [[level.weaponDropFunction]]( eAttacker, sMeansOfDeath );
// ragdoll
self.body = self CloneAgent( deathAnimDuration );
thread delayStartRagdoll( self.body, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath );
self riotShield_clear();
}
//===========================================
// initPlayerClass
//===========================================
initPlayerClass()
{
// Must be called AFTER agent has been spawned as a bot agent
if ( IsDefined(self.class_override) )
{
self.class = self.class_override;
}
else
{
if ( self maps\mp\bots\_bots_loadout::bot_setup_loadout_callback() )
self.class = "callback";
else
self.class = "class1";
}
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
// #include maps\mp\bots\_bots_personality;
#include maps\mp\gametypes\_damage;
#include maps\mp\agents\_agent_utility;
//=======================================================
// main
//=======================================================
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["civ_hvt"] = [];
level.agent_funcs["civ_hvt"]["spawn"] = ::onSpawn;
level.agent_funcs["civ_hvt"]["think"] = ::agentThink;
level.agent_funcs["civ_hvt"]["on_killed"] = ::onAgentKilled;
level.agent_funcs["civ_hvt"]["on_damaged"] = maps\mp\agents\_agents::on_agent_player_damaged;
level.agent_funcs["civ_hvt"]["on_damaged_finished"] = maps\mp\agents\_agents::agent_damage_finished;
}
onSpawn( optional_spawnOrigin, optional_spawnAngles, optional_owner, use_randomized_personality, respawn_on_death, difficulty )
{
self.hvtIsFollowing = false;
self maps\mp\agents\_agents::spawn_agent_player( optional_spawnOrigin, optional_spawnAngles, optional_owner, use_randomized_personality, respawn_on_death, difficulty );
self thread handlePlayerUse();
}
onAgentKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
self.defendNode = undefined;
self.hvtTrigger MakeUnusable();
self.hvtTrigger = undefined;
// ragdoll
self.body = self CloneAgent( deathAnimDuration );
thread delayStartRagdoll( self.body, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath );
if ( IsDefined( self.onKilledCallback ) )
{
self [[ self.onKilledCallback ]]( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
}
self maps\mp\agents\_agent_utility::deactivateAgent();
// send a message to owner
self.owner notify( "hvt_killed" );
}
agentThink()
{
self notify( "agent_think" );
self endon( "agent_think" );
self endon( "death" );
self endon( "disconnect" );
level endon( "game_ended" );
self endon( "owner_disconnect" );
while ( true )
{
if ( self.hvtIsFollowing )
{
self followThink();
}
else
{
self waitThink( 150 );
}
}
}
waitThink( radius )
{
self BotSetStance("none");
self BotClearScriptGoal();
self bot_disable_tactical_goals();
defendNode = self.owner getValidSpawnPathNodeNearPlayer();
self.cur_defend_node = undefined;
self.bot_defending = true;
self.bot_defending_center = defendNode.origin;
self.bot_defending_radius = radius;
self.cur_defend_stance = "crouch";
self.bot_defending_type = "protect";
result = "";
while( result != "goal" )
{
self.cur_defend_node = defendNode;
self BotSetScriptGoalNode( self.cur_defend_node, "tactical" );
result = self waittill_any_return( "goal", "bad_path" );
self.node_closest_to_defend_center = defendNode;
self.cur_defend_node = undefined;
}
self childthread defense_watch_entrances_at_goal();
self waittill( "hvt_toggle" );
}
followThink() // self == agent
{
self BotClearScriptGoal();
self bot_disable_tactical_goals();
if ( !self bot_is_guarding_player( self.owner ) )
{
self bot_guard_player( self.owner, 250 );
}
self waittill( "hvt_toggle" );
}
handlePlayerUse() // self == agent
{
level endon( "game_ended" );
self endon( "death" );
if ( !IsDefined( self.hvtTrigger ) )
{
self.hvtTrigger = Spawn( "script_model", self.origin );
self.hvtTrigger LinkTo( self );
}
self.hvtTrigger MakeUsable();
foreach ( player in level.players )
{
if ( player != self.owner )
{
self.hvtTrigger DisablePlayerUse( player );
}
else
{
self.hvtTrigger EnablePlayerUse( player );
}
}
self thread waitForPlayerConnect();
while ( true )
{
self setFollowerHintString();
self.hvtTrigger waittill ( "trigger", player );
assert( player == self.owner );
self.hvtIsFollowing = !self.hvtIsFollowing;
// do something with the AI
print( "Is Following: " + self.hvtIsFollowing );
self notify( "hvt_toggle" );
}
}
setFollowerHintString()
{
hintString = &"MP_HVT_FOLLOW";
if ( self.hvtIsFollowing )
{
hintString = &"MP_HVT_WAIT";
}
self.hvtTrigger setHintString( hintString );
}
waitForPlayerConnect()
{
level endon( "game_ended" );
self endon( "death" );
while ( true )
{
level waittill( "connected", player );
self.hvtTrigger disablePlayerUse( player );
}
}

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//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["squadmate"]["gametype_update"] = ::agent_squadmember_conf_think;
level.agent_funcs["player"]["think"] = ::agent_player_conf_think;
}
agent_player_conf_think()
{
self thread maps\mp\bots\_bots_gametype_conf::bot_conf_think();
}
agent_squadmember_conf_think()
{
// Returning true means the "think" was handled here. "False" means use the default think
if ( !IsDefined(self.tags_seen_by_owner) )
self.tags_seen_by_owner = [];
if ( !IsDefined(self.next_time_check_tags) )
self.next_time_check_tags = GetTime() + 500;
if ( GetTime() > self.next_time_check_tags )
{
self.next_time_check_tags = GetTime() + 500;
current_player_fov = 0.78; // approximation
nearest_node_to_player = self.owner GetNearestNode();
if ( IsDefined(nearest_node_to_player) )
{
new_visible_tags_to_player = self.owner maps\mp\bots\_bots_gametype_conf::bot_find_visible_tags( true, nearest_node_to_player, current_player_fov );
self.tags_seen_by_owner = maps\mp\bots\_bots_gametype_conf::bot_combine_tag_seen_arrays( new_visible_tags_to_player, self.tags_seen_by_owner );
}
}
self.tags_seen_by_owner = self maps\mp\bots\_bots_gametype_conf::bot_remove_invalid_tags( self.tags_seen_by_owner );
best_tag = self maps\mp\bots\_bots_gametype_conf::bot_find_best_tag_from_array( self.tags_seen_by_owner, false );
if ( IsDefined(best_tag) )
{
if ( !IsDefined(self.tag_getting) || DistanceSquared(best_tag.curorigin, self.tag_getting.curorigin) > 1 )
{
self.tag_getting = best_tag;
self bot_defend_stop();
self BotSetScriptGoal( self.tag_getting.curorigin, 0, "objective", undefined, level.bot_tag_obj_radius );
}
return true;
}
else if ( IsDefined(self.tag_getting) )
{
self BotClearScriptGoal();
self.tag_getting = undefined;
}
return false;
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["squadmate"]["gametype_update"]= ::agent_squadmember_dom_think;
level.agent_funcs["player"]["think"] = ::agent_player_dom_think;
}
agent_player_dom_think()
{
self thread maps\mp\bots\_bots_gametype_dom::bot_dom_think();
}
agent_squadmember_dom_think()
{
// Returning true means the "think" was handled here. "False" means use the default think
owner_flag = undefined;
foreach( trigger in self.owner.touchTriggers )
{
if ( trigger.useobj.id == "domFlag" )
owner_flag = trigger;
}
if ( IsDefined(owner_flag) )
{
owner_flag_team = owner_flag maps\mp\gametypes\dom::getFlagTeam();
if ( owner_flag_team != self.team )
{
if ( !self maps\mp\bots\_bots_gametype_dom::bot_is_capturing_flag( owner_flag ) )
self maps\mp\bots\_bots_gametype_dom::capture_flag(owner_flag, "critical", true);
return true;
}
}
return false;
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["squadmate"]["gametype_update"] = maps\mp\agents\_agents_gametype_conf::agent_squadmember_conf_think;
level.agent_funcs["player"]["think"] = maps\mp\agents\_agents_gametype_conf::agent_player_conf_think;
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
#include maps\mp\gametypes\_damage;
#include maps\mp\gametypes\_horde_util;
#include maps\mp\gametypes\_horde_crates;
#include maps\mp\agents\_agent_utility;
/#
CONST_FORCE_DOG_SPAWN = false;
CONST_FORCE_PLAYER_ENEMY_SPAWN = false;
CONST_DISABLE_AUTO_AI_REMOVAL = false;
#/
//=======================================================
// main
//=======================================================
main()
{
setup_callbacks();
level thread runRoundSpawning();
}
setup_callbacks()
{
level.agent_funcs["player"]["onAIConnect"] = ::onAIConnect;
level.agent_funcs["player"]["think"] = ::enemyAgentThink;
level.agent_funcs["player"]["on_killed"] = ::onAgentKilled;
level.agent_funcs["squadmate"]["onAIConnect"] = ::onAIConnect;
level.agent_funcs["squadmate"]["think"] = ::allyAgentThink;
level.agent_funcs["dog"]["onAIConnect"] = ::onAIConnect;
level.agent_funcs["dog"]["think"] = ::agentDogThink;
level.agent_funcs["dog"]["on_killed"] = ::onDogKilled;
}
onAIConnect()
{
self.gameModefirstSpawn = true;
self.agentname = &"HORDE_INFECTED";
self.horde_type = "";
}
runRoundSpawning()
{
level endon( "game_ended" );
while( true )
{
level waittill( "start_round" );
if( isSpecialRound() )
{
runSpecialRound();
}
else
{
runNormalRound();
}
}
}
runSpecialRound()
{
runLootDrop();
}
runNormalRound()
{
level childthread highlightLastEnemies();
while( level.currentEnemyCount < level.maxEnemyCount )
{
while( level.currentAliveEnemyCount < level.maxAliveEnemyCount )
{
createEnemy();
if( level.currentEnemyCount == level.maxEnemyCount )
break;
}
level waittill( "enemy_death" );
}
}
createEnemy()
{
/#
if( CONST_FORCE_DOG_SPAWN )
{
createDogEnemy();
return;
}
#/
/#
if( CONST_FORCE_PLAYER_ENEMY_SPAWN )
{
createHumanoidEnemy();
return;
}
#/
if( isDogRound() && (RandomIntRange(1, 101) < level.chanceToSpawnDog) )
{
createDogEnemy();
}
else
{
createHumanoidEnemy();
}
}
createHumanoidEnemy()
{
agent = undefined;
while( !IsDefined(agent) )
{
agent = maps\mp\agents\_agents::add_humanoid_agent( "player", level.enemyTeam, "class1" );
if( IsDefined(agent) )
{
level.currentEnemyCount++;
level.currentAliveEnemyCount++;
}
waitframe();
}
}
createDogEnemy()
{
agent = undefined;
while( !IsDefined(agent) )
{
agent = maps\mp\agents\_agent_common::connectNewAgent( "dog", level.enemyTeam );
if( IsDefined(agent) )
{
agent thread [[ agent agentFunc("spawn") ]]();
level.currentEnemyCount++;
level.currentAliveEnemyCount++;
}
waitframe();
}
}
playAISpawnEffect()
{
PlayFX( level._effect["spawn_effect"], self.origin );
}
highlightLastEnemies()
{
level endon( "round_ended" );
while( true )
{
level waittill( "enemy_death" );
if( level.currentEnemyCount != level.maxEnemyCount )
continue;
if( level.currentAliveEnemyCount < 3 )
{
foreach( player in level.characters )
{
if( isOnHumanTeam(player) )
continue;
if( isReallyAlive(player) )
{
player HudOutlineEnable( level.enemyOutlineColor, false );
player.outlineColor = level.enemyOutlineColor;
}
}
break;
}
}
}
onAgentKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
if( !isOnHumanTeam(self) )
self hordeEnemyKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
self HudOutlineDisable();
self maps\mp\agents\_agents::on_humanoid_agent_killed_common(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration, false);
self maps\mp\agents\_agent_utility::deactivateAgent();
}
onDogKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
if( !isOnHumanTeam(self) )
self hordeEnemyKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
self HudOutlineDisable();
self maps\mp\killstreaks\_dog_killstreak::on_agent_dog_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
}
hordeEnemyKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
AssertEx( (level.currentAliveEnemyCount > 0), "currentAliveEnemyCount is below zero" );
level.currentAliveEnemyCount--;
trackIntelKills( sWeapon, sMeansOfDeath );
level thread maps\mp\gametypes\horde::chanceToSpawnPickup( self );
level notify( "enemy_death" );
// player attacker
if( IsPlayer(eAttacker) )
{
awardHordeKill( eAttacker );
if( eAttacker _hasPerk("specialty_triggerhappy") )
{
eAttacker thread maps\mp\perks\_perkfunctions::setTriggerHappyInternal();
}
}
// killstreak entity attacker
if( IsDefined(eAttacker) && IsDefined(eAttacker.owner) && IsPlayer(eAttacker.owner) && IsDefined(eAttacker.owner.killz) )
{
awardHordeKill( eAttacker.owner );
}
}
trackIntelKills( sWeapon, sMeansOfDeath )
{
if( level.isTeamIntelComplete )
return;
if( sWeapon == "none" )
return;
if( sMeansOfDeath == "MOD_MELEE" )
level.numMeleeKillsIntel++;
if( !isKillstreakWeapon( sWeapon ) && (sMeansOfDeath == "MOD_HEAD_SHOT") )
level.numHeadShotsIntel++;
if( isKillstreakWeapon( sWeapon ) && (sWeapon != level.intelMiniGun) )
level.numKillStreakKillsIntel++;
if( maps\mp\gametypes\_class::isValidEquipment( sWeapon, false ) || maps\mp\gametypes\_class::isValidOffhand( sWeapon, false ) )
level.numEquipmentKillsIntel++;
}
enemyAgentThink()
{
self endon( "death" );
level endon( "game_ended" );
self BotSetFlag("no_enemy_search", true);
self thread monitorBadHumanoidAI();
self thread locateEnemyPositions();
}
monitorBadHumanoidAI()
{
/#
if( CONST_DISABLE_AUTO_AI_REMOVAL )
return;
#/
self endon( "death" );
level endon( "game_ended" );
spawnTime = GetTime();
while( true )
{
wait( 5.0 );
if( !bot_in_combat(120 * 1000) )
{
outlineStuckAI( self );
if( !bot_in_combat(240 * 1000) )
break;
}
if( checkExpireTime( spawnTime, 240, 480 ) )
break;
}
killAgent( self );
}
monitorBadDogAI()
{
/#
if( CONST_DISABLE_AUTO_AI_REMOVAL )
return;
#/
self endon( "death" );
level endon( "game_ended" );
spawnTime = GetTime();
lastPosition = self.origin;
lastPositionTime = spawnTime;
while( true )
{
wait( 5.0 );
positionDelta = DistanceSquared( self.origin, lastPosition );
positionTime = (GetTime() - lastPositionTime) / 1000;
if( positionDelta > (128 * 128) )
{
lastPosition = self.origin;
lastPositionTime = GetTime();
}
else if( positionTime > 25 )
{
outlineStuckAI( self );
if( positionTime > 55 )
break;
}
if( checkExpireTime( spawnTime, 120, 240 ) )
break;
}
killAgent( self );
}
checkExpireTime( spawnTime, highLightTime, expireTime )
{
aliveTime = (GetTime() - spawnTime) / 1000;
if( aliveTime > highLightTime )
{
outlineStuckAI( self );
if( aliveTime > expireTime )
return true;
}
return false;
}
outlineStuckAI( agent )
{
agent HudOutlineEnable( level.enemyOutlineColor, false );
agent.outlineColor = level.enemyOutlineColor;
/#
agent HudOutlineEnable( 2, false );
#/
}
SCR_CONST_ALLY_AGENT_LOW_HEALTH_BEHAVIOR = 0.6;
SCR_CONST_PLAYER_LOW_HEALTH_BEHAVIOR = 0.5;
allyAgentThink()
{
self endon( "death" );
level endon( "game_ended" );
self endon( "owner_disconnect" );
self BotSetFlag("force_sprint",true);
holding_till_health_regen = false;
next_time_protect_player = 0;
while(1)
{
if ( float(self.owner.health) / self.owner.maxhealth < SCR_CONST_PLAYER_LOW_HEALTH_BEHAVIOR && GetTime() > next_time_protect_player )
{
nodes = GetNodesInRadiusSorted(self.owner.origin, 256, 0);
if ( nodes.size >= 2 )
{
self.defense_force_next_node_goal = nodes[1]; // Send agent to the second-closest node to the player
self notify("defend_force_node_recalculation");
next_time_protect_player = GetTime() + 1000;
}
}
else if ( float(self.health) / self.maxhealth >= SCR_CONST_ALLY_AGENT_LOW_HEALTH_BEHAVIOR )
{
holding_till_health_regen = false;
}
else if ( !holding_till_health_regen )
{
// Pick node on the opposite side of the player and hide at it
node = self bot_find_node_to_guard_player( self.owner.origin, 350, true );
if ( IsDefined(node) )
{
self.defense_force_next_node_goal = node;
self notify("defend_force_node_recalculation");
holding_till_health_regen = true;
}
}
if ( !self bot_is_guarding_player( self.owner ) )
{
optional_params["override_goal_type"] = "critical";
optional_params["min_goal_time"] = 20;
optional_params["max_goal_time"] = 30;
self bot_guard_player( self.owner, 350, optional_params );
}
wait(0.05);
}
}
hordeSetupDogState()
{
self _setNameplateMaterial( "player_name_bg_green_dog", "player_name_bg_red_dog" );
self.enableExtendedKill = false;
self.agentname = &"HORDE_QUAD";
self.horde_type = "Quad";
// pathing variables
self.lasSetGoalPos = (0,0,0);
self.bHasNoPath = false;
self.randomPathStopTime = 0;
maps\mp\gametypes\horde::setEnemyAgentHealth( self );
}
agentDogThink()
{
self endon( "death" );
level endon( "game_ended" );
self endon( "owner_disconnect" );
self maps\mp\agents\dog\_dog_think::setupDogState();
self hordeSetupDogState();
self thread locateEnemyPositions();
self thread [[self.watchAttackStateFunc]]();
self thread WaitForBadPathHorde();
self thread monitorBadDogAI();
/#
self thread maps\mp\agents\dog\_dog_think::debug_dog();
#/
while ( true )
{
/#
if ( self maps\mp\agents\dog\_dog_think::ProcessDebugMode() )
continue;
#/
if ( self.aiState != "melee" && !self.stateLocked && self maps\mp\agents\dog\_dog_think::readyToMeleeTarget() && !self maps\mp\agents\dog\_dog_think::DidPastMeleeFail() )
self ScrAgentBeginMelee( self.curMeleeTarget );
if( self.randomPathStopTime > GetTime() )
{
wait(0.05);
continue;
}
if( !IsDefined(self.enemy) || self.bHasNoPath )
{
pathNodes = GetNodesInRadiusSorted( self.origin, 1024, 256, 128, "Path" );
if( pathNodes.size > 0 )
{
nodeNum = RandomIntRange(int(pathNodes.size*0.9), pathNodes.size); //Pick from the furthest 10%
self ScrAgentSetGoalPos( pathNodes[nodeNum].origin );
self.bHasNoPath = false;
self.randomPathStopTime = GetTime() + 2500;
}
}
else
{
attackPoint = self maps\mp\agents\dog\_dog_think::GetAttackPoint( self.enemy );
self.curMeleeTarget = self.enemy;
self.moveMode = "sprint";
self.bArrivalsEnabled = false;
if( DistanceSquared(attackPoint, self.lasSetGoalPos) > (64 * 64) )
{
self ScrAgentSetGoalPos( attackPoint );
self.lasSetGoalPos = attackPoint;
}
}
wait(0.05);
}
}
WaitForBadPathHorde()
{
self endon( "death" );
level endon( "game_ended" );
while ( true )
{
self waittill( "bad_path", badGoalPos );
self.bHasNoPath = true;
}
}
locateEnemyPositions()
{
self endon( "death" );
level endon( "game_ended" );
while( true )
{
foreach( player in level.participants )
{
if( isOnHumanTeam(player) )
self GetEnemyInfo( player );
}
wait(0.5);
}
}
findClosestPlayer()
{
closestPlayer = undefined;
closestDistance = 100000 * 100000;
// find the nearest player
foreach( player in level.players )
{
if( isReallyAlive(player) && isOnHumanTeam(player) && !isPlayerInLastStand(player) )
{
distSquared = DistanceSquared( player.origin, self.origin );
if ( distSquared < closestDistance )
{
closestPlayer = player;
closestDistance = distSquared;
}
}
}
return closestPlayer;
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["squadmate"]["gametype_update"] = ::agent_squadmember_mugger_think;
level.agent_funcs["player"]["think"] = ::agent_player_mugger_think;
}
agent_player_mugger_think()
{
self thread maps\mp\bots\_bots_gametype_mugger::bot_mugger_think();
}
agent_squadmember_mugger_think()
{
// Returning true means the "think" was handled here. "False" means use the default think
if ( !IsDefined(self.tags_seen_by_owner) )
self.tags_seen_by_owner = [];
if ( !IsDefined(self.next_time_check_tags) )
self.next_time_check_tags = GetTime() + 500;
if ( GetTime() > self.next_time_check_tags )
{
self.next_time_check_tags = GetTime() + 500;
current_player_fov = 0.78; // approximation
if (IsBot( self.owner ) )
{
current_player_fov = self BotGetFovDot();
}
nearest_node_to_player = self.owner GetNearestNode();
if ( IsDefined(nearest_node_to_player) )
{
new_visible_tags_to_player = self.owner maps\mp\bots\_bots_gametype_mugger::bot_find_visible_tags_mugger( nearest_node_to_player, current_player_fov );
self.tags_seen_by_owner = maps\mp\bots\_bots_gametype_conf::bot_combine_tag_seen_arrays( new_visible_tags_to_player, self.tags_seen_by_owner );
}
}
self.tags_seen_by_owner = self maps\mp\bots\_bots_gametype_conf::bot_remove_invalid_tags( self.tags_seen_by_owner );
best_tag = self maps\mp\bots\_bots_gametype_conf::bot_find_best_tag_from_array( self.tags_seen_by_owner, false );
if ( IsDefined(best_tag) )
{
if ( !IsDefined(self.tag_getting) || DistanceSquared(best_tag.curorigin, self.tag_getting.curorigin) > 1 )
{
self.tag_getting = best_tag;
self bot_defend_stop();
self BotSetScriptGoal( self.tag_getting.curorigin, 0, "objective", undefined, level.bot_tag_obj_radius );
}
return true;
}
else if ( IsDefined(self.tag_getting) )
{
self BotClearScriptGoal();
self.tag_getting = undefined;
}
return false;
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["player"]["think"] = ::agent_player_sd_think;
}
agent_player_sd_think()
{
self _enableUsability();
self thread maps\mp\bots\_bots_gametype_sd::bot_sd_think();
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// Place Holder
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\bots\_bots_util;
#include maps\mp\bots\_bots_strategy;
#include maps\mp\bots\_bots_personality;
//=======================================================
// main
//=======================================================
main()
{
// nothing for now...
}

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//
// Scripted agent common functions.
//
// called from code when animation state changes.
OnEnterState( prevState, nextState )
{
if ( IsDefined( self.OnEnterAnimState ) )
self [[ self.OnEnterAnimState ]]( prevState, nextState );
}
// called from code when the agent is freed.
OnDeactivate()
{
self notify( "killanimscript" );
}
// util function
PlayAnimUntilNotetrack( animState, animLabel, notetrack, customFunction )
{
PlayAnimNUntilNotetrack( animState, 0, animLabel, notetrack, customFunction );
}
PlayAnimNUntilNotetrack( animState, animIndex, animLabel, notetrack, customFunction )
{
self SetAnimState( animState, animIndex );
if ( !IsDefined( notetrack ) )
notetrack = "end";
WaitUntilNotetrack( animLabel, notetrack, animState, animIndex, customFunction );
}
PlayAnimNAtRateUntilNotetrack( animState, animIndex, animRate, animLabel, notetrack, customFunction )
{
self SetAnimState( animState, animIndex, animRate );
if ( !IsDefined( notetrack ) )
notetrack = "end";
WaitUntilNotetrack( animLabel, notetrack, animState, animIndex, customFunction );
}
WaitUntilNotetrack( animLabel, notetrack, animState, animIndex, customFunction )
{
startTime = getTime();
animTime = undefined;
animLength = undefined;
if ( isDefined ( animState ) && isDefined ( animIndex ) )
animLength = getAnimLength( self GetAnimEntry( animState, animIndex ));
while ( true )
{
self waittill( animLabel, note );
if ( isDefined ( animLength ) )
animTime = ( getTime() - startTime ) * 0.001 / animLength;
if ( !isDefined( animLength ) || animTime > 0 )
{
if ( note == notetrack || note == "end" || note == "anim_will_finish" || note == "finish" )
{
break;
}
}
if ( IsDefined( customFunction ) )
[[ customFunction ]]( note, animState, animIndex, animTime );
}
}
PlayAnimForTime( animState, time )
{
PlayAnimNForTime( animState, 0, time );
}
PlayAnimNForTime( animState, animIndex, time )
{
self SetAnimState( animState, animIndex );
wait( time );
}
PlayAnimNAtRateForTime( animState, animIndex, animRate, time )
{
self SetAnimState( animState, animIndex, animRate );
wait( time );
}
GetAnimScaleFactors( delta, animDelta, bAnimInWorldSpace )
{
distXY = Length2D( delta );
distZ = delta[2];
animXY = Length2D( animDelta );
animZ = animDelta[2];
scaleXY = 1;
scaleZ = 1;
if ( IsDefined( bAnimInWorldSpace ) && bAnimInWorldSpace )
{
animDelta2D = ( animDelta[0], animDelta[1], 0 );
animDeltaDir = VectorNormalize( animDelta2D );
if ( VectorDot( animDeltaDir, delta ) < 0 )
scaleXY = 0;
else if ( animXY > 0 )
scaleXY = distXY / animXY;
}
else if ( animXY > 0 )
scaleXY = distXY / animXY;
assert( scaleXY >= 0 );
if ( abs(animZ) > 0.001 && animZ * distZ >= 0 ) // animZ & distZ have to be same sign.
scaleZ = distZ / animZ;
assert( scaleZ >= 0 );
scaleFactors = SpawnStruct();
scaleFactors.xy = scaleXY;
scaleFactors.z = scaleZ;
return scaleFactors;
}
// -180, -135, -90, -45, 0, 45, 90, 135, 180
// favor underturning, unless you're within <threshold> degrees of the next one up.
GetAngleIndex( angle, threshold )
{
if ( !IsDefined( threshold ) )
threshold = 10;
if ( angle < 0 )
return int( ceil( ( 180 + angle - threshold ) / 45 ) );
else
return int( floor( ( 180 + angle + threshold ) / 45 ) );
}
DropPosToGround( position, drop_distance )
{
//droppedPos = GetGroundPosition( position, radius, 64, 64 );
assert( IsDefined( self.radius ) && IsDefined( self.height ) );
if ( !IsDefined( drop_distance ) )
drop_distance = 18;
startPos = position + (0, 0, drop_distance);
endPos = position + (0, 0, drop_distance * -1 );
droppedPos = self AIPhysicsTrace( startPos, endPos, self.radius, self.height, true );
if ( abs( droppedPos[2] - startPos[2] ) < 0.1 )
return undefined;
if ( abs( droppedPos[2] - endPos[2] ) < 0.1 )
return undefined;
return droppedPos;
}
TRACE_RADIUS_BUFFER = 4;
CanMovePointToPoint( startPos, endPos, stepSize )
{
if ( !isDefined( stepSize ) )
{
stepSize = 6;
}
step_offset = (0, 0, 1) * stepSize;
startPosRaised = startPos + step_offset;
endPosRaised = endPos + step_offset;
assert( IsDefined( self.radius ) && IsDefined( self.height ) );
assert( stepSize < self.height );
return self AIPhysicsTracePassed( startPosRaised, endPosRaised, self.radius, self.height - stepSize, true );
}
GetValidPointToPointMoveLocation( startPos, endPos, stepSize )
{
if ( !isDefined( stepSize ) )
{
stepSize = 6;
}
step_offset = (0, 0, 1) * stepSize;
startPosRaised = startPos + step_offset;
endPosRaised = endPos + step_offset;
assert( IsDefined( self.radius ) && IsDefined( self.height ) );
assert( stepSize < self.height );
return self AIPhysicsTrace( startPosRaised, endPosRaised, self.radius + TRACE_RADIUS_BUFFER, self.height - stepSize, true );
}
GetSafeAnimMoveDeltaPercentage( moveAnim )
{
animTranslation = GetMoveDelta( moveAnim );
endPos = self LocalToWorldCoords( animTranslation );
validMovePosition = GetValidPointToPointMoveLocation( self.origin, endPos );
validMoveDistance = Distance( self.origin, validMovePosition );
desiredMoveDistance = Distance( self.origin, endPos );
return Min( 1.0, validMoveDistance / desiredMoveDistance );
}
SafelyPlayAnimUntilNotetrack( animState, animLabel, notetrack, customFunction )
{
animIndex = GetRandomAnimEntry( animState );
SafelyPlayAnimNUntilNotetrack( animState, animIndex, animLabel, notetrack, customFunction );
}
SafelyPlayAnimAtRateUntilNotetrack( animState, animRate, animLabel, notetrack, customFunction )
{
animIndex = GetRandomAnimEntry( animState );
SafelyPlayAnimNAtRateUntilNotetrack( animState, animIndex, animRate, animLabel, notetrack, customFunction );
}
SafelyPlayAnimNAtRateUntilNotetrack( animState, animIndex, animRate, animLabel, notetrack, customFunction )
{
self SetAnimState( animState, animIndex, animRate );
SafelyPlayAnimNUntilNotetrack( animState, animIndex, animLabel, notetrack, customFunction );
}
SafelyPlayAnimNUntilNotetrack( animState, animIndex, animLabel, notetrack, customFunction )
{
animToPlay = self GetAnimEntry( animState, animIndex );
moveScale = GetSafeAnimMoveDeltaPercentage( animToPlay );
self ScrAgentSetAnimScale( moveScale, 1.0 );
self PlayAnimNUntilNotetrack( animState, animIndex, animLabel, notetrack, customFunction );
self ScrAgentSetAnimScale( 1.0, 1.0 );
}
GetRandomAnimEntry( state )
{
count = self GetAnimEntryCount( state );
return RandomInt( count );
}
GetAngleIndexFromSelfYaw( targetVector )
{
targetAngles = VectorToAngles( targetVector );
angleDiff = AngleClamp180( targetAngles[1] - self.angles[1] );
return GetAngleIndex( angleDiff );
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_damage;
#include maps\mp\gametypes\_gamelogic;
#include maps\mp\agents\_agent_utility;
#include maps\mp\alien\_utility;
//=======================================================================
// main
// This is functions is called directly from native code on game startup
// The particular gametype's main() is called from native code afterward
//=======================================================================
main()
{
if( IsDefined( level.createFX_enabled ) && level.createFX_enabled )
return;
setup_callbacks();
// Enable badplaces in destructibles
level.badplace_cylinder_func = ::badplace_cylinder;
level.badplace_delete_func = ::badplace_delete;
level thread maps\mp\agents\_agent_common::init();
level.spitter_last_cloud_time = 0;
}
//=======================================================
// initAliens
//=======================================================
setup_callbacks()
{
if ( !IsDefined( level.agent_funcs ) )
level.agent_funcs = [];
level.agent_funcs["alien"] = [];
level.agent_funcs["alien"]["spawn"] = ::alienAgentSpawn;
level.agent_funcs["alien"]["think"] = ::alienAgentThink;
level.agent_funcs["alien"]["on_killed"] = maps\mp\alien\_death::onAlienAgentKilled;
level.agent_funcs["alien"]["on_damaged"] = maps\mp\alien\_damage::onAlienAgentDamaged;
level.agent_funcs["alien"]["on_damaged_finished"] = maps\mp\agents\alien\_alien_think::onDamageFinish;
level.alien_funcs["goon"]["approach"] = maps\mp\agents\alien\_alien_think::default_approach;
level.alien_funcs["minion"]["approach"] = maps\mp\agents\alien\_alien_minion::minion_approach;
level.alien_funcs["spitter"]["approach"] = maps\mp\agents\alien\_alien_think::default_approach;
level.alien_funcs["elite"]["approach"] = maps\mp\agents\alien\_alien_elite::elite_approach;
level.alien_funcs["brute"]["approach"] = maps\mp\agents\alien\_alien_think::default_approach;
level.alien_funcs["locust"]["approach"] = maps\mp\agents\alien\_alien_think::default_approach;
level.alien_funcs["leper"]["approach"] = maps\mp\agents\alien\_alien_think::default_approach;
level.alien_funcs["goon"]["combat"] = maps\mp\agents\alien\_alien_think::default_alien_combat;
level.alien_funcs["minion"]["combat"] = maps\mp\agents\alien\_alien_think::default_alien_combat;
level.alien_funcs["spitter"]["combat"] = maps\mp\agents\alien\_alien_spitter::spitter_combat;
level.alien_funcs["elite"]["combat"] = maps\mp\agents\alien\_alien_think::default_alien_combat;
level.alien_funcs["brute"]["combat"] = maps\mp\agents\alien\_alien_think::default_alien_combat;
level.alien_funcs["locust"]["combat"] = maps\mp\agents\alien\_alien_think::default_alien_combat;
level.alien_funcs["leper"]["combat"] = maps\mp\agents\alien\_alien_leper::leper_combat;
level.alien_funcs["goon"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.alien_funcs["minion"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.alien_funcs["spitter"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.alien_funcs["elite"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.alien_funcs["brute"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.alien_funcs["locust"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.alien_funcs["leper"]["badpath"] = maps\mp\agents\alien\_alien_think::handle_badpath;
level.used_nodes = [];
level.used_nodes_list_size = 20;
level.used_nodes_list_index = 0;
level.alien_jump_melee_speed = 1.05;
level.alien_jump_melee_gravity = 900;
}
//=======================================================
// alienAgentThink
//=======================================================
alienAgentThink()
{
}
//=======================================================
// alienAgentSpawn
//=======================================================
alienAgentSpawn( spawnOrigin, spawnAngles, alienType, introVignetteAnim )
{
if ( !isDefined( alienType ) )
alienType = "wave goon";
alien_type = remove_spawn_type( alienType );
if ( !isDefined( spawnOrigin ) || !isDefined( spawnAngles ) )
{
spawnPoint = self [[level.getSpawnPoint]]();
spawnOrigin = spawnpoint.origin;
spawnAngles = spawnpoint.angles;
}
self set_alien_model( alien_type );
// escape sequence, move aliens closer to players post spawn
if ( flag_exist( "hives_cleared" ) && flag( "hives_cleared" ) && self.agentteam == "axis" )
{
if ( !flag_exist( "nuke_went_off" ) || !flag( "nuke_went_off" ) )
{
self.noTriggerHurt = true;
port_failed = false;
tokens = strtok( alienType, " " );
type = tokens[ 0 ];
if ( tokens.size > 1 )
type = tokens[ 1 ];
prof_begin( "port_to_player_loc" );
if ( alien_type == "spitter" && IsDefined( level.escape_spitter_target_node ) )
{
spawnOrigin = self maps\mp\alien\_spawnlogic::port_to_escape_spitter_location();
}
else
{
port_to_data = self maps\mp\alien\_spawnlogic::port_to_player_loc( type );
if ( !isdefined( port_to_data ) )
{
port_failed = true;
/#
if ( GetDvarInt( "alien_debug_escape" ) > 0 )
IPrintLnBold( "^1Failed to port alien" );
#/
}
else
{
spawnOrigin = port_to_data[ 0 ];
spawnAngles = port_to_data[ 1 ];
}
}
prof_end( "port_to_player_loc" );
if ( !port_failed )
{
spawnOrigin = GetGroundPosition( spawnOrigin, 16 );
spawnOrigin -= ( 0, 0, 90 );
introVignetteAnim = level.cycle_data.spawn_node_info[ "queen_test" ].vignetteInfo[ type ];
}
}
}
self spawn_alien_agent( spawnOrigin, spawnAngles, alien_type );
level notify( "spawned_agent", self );
self set_alien_attributes( alienType );
self set_code_fields( alien_type );
self set_script_fields( spawnOrigin );
self set_threat_bias_group( alien_type );
self type_specific_init();
self setup_watcher();
self misc_setup();
if ( isDefined ( introVignetteAnim ) )
self doIntroVignetteAnim( introVignetteAnim );
if ( isdefined( self.noTriggerHurt ) )
self.noTriggerHurt = undefined;
self maps\mp\alien\_ffotd::onSpawnAlien();
//self ScrAgentUseModelCollisionBounds();
self thread maps\mp\agents\alien\_alien_think::main();
}
set_code_fields( alien_type )
{
self.allowJump = true;
self.allowladders = 1;
self.moveMode = self get_default_movemode();
self.radius = 15;
self.height = 72;
self.turnrate = 0.3;
self.sharpTurnNotifyDist = 48;
self.traverseSoonNotifyDist = level.alienAnimData.jumpLaunchArrival_maxMoveDelta;
self.stopSoonNotifyDist = level.alienAnimData.stopSoon_NotifyDist;
self.jumpCost = level.alien_types[ alien_type ].attributes[ "jump_cost" ];
// escape mode = jumps more
if ( flag_exist( "hives_cleared" ) && flag( "hives_cleared" ) )
self.jumpCost = max( 0.85, self.jumpCost * 0.66 );
self.traverseCost = level.alien_types[ alien_type ].attributes[ "traverse_cost" ];
self.runCost = level.alien_types[ alien_type ].attributes[ "run_cost" ];
if ( IsDefined( level.alien_types[ alien_type ].attributes[ "wall_run_cost" ] ) )
self ScrAgentSetWallRunCost( level.alien_types[ alien_type ].attributes[ "wall_run_cost" ] );
}
get_default_movemode()
{
alien_type = self get_alien_type();
switch( alien_type )
{
case "minion":
return "walk";
default:
return "run";
}
}
set_threat_bias_group( alien_type )
{
if ( !can_attack_drill( alien_type ) )
{
self SetThreatBiasGroup( "dontattackdrill" );
return;
}
self SetThreatBiasGroup( "other_aliens" );
}
can_attack_drill( alien_type )
{
if ( IsDefined( level.dlc_alien_can_attack_drill_override_func ) )
{
canAttackDrill = [[level.dlc_alien_can_attack_drill_override_func]]( alien_type );
if ( IsDefined( canAttackDrill ) )
return canAttackDrill;
}
switch( alien_type )
{
case "elite":
case "minion":
case "locust":
case "gargoyle":
case "mammoth":
return false;
default:
return true;
}
}
set_script_fields( spawnOrigin )
{
self.species = "alien";
self.enableStop = true;
self activateAgent();
self.spawnTime = GetTime();
self.attacking_player = false;
self.spawnOrigin = spawnOrigin;
self.recentDamages = [];
self.damageListIndex = 0;
self.swipeChance = 0.5;
self.leapEndPos = undefined;
self.trajectoryActive = false;
self.melee_in_move_back = false;
self.melee_in_posture = false;
}
remove_spawn_type( alienType )
{
// if spawn type is passed in, it is the first token delimited by a space, second token is alien type
spawnTypeConfig = strtok( alienType, " " );
if ( isdefined( spawnTypeConfig ) && spawnTypeConfig.size == 2 )
return spawnTypeConfig[ 1 ];
else
return alienType;
}
set_alien_model( alien_type )
{
// During kraken fight
if ( isDefined( level.get_alien_model_func ) )
{
alien_model = [[level.get_alien_model_func]]( alien_type );
}
else
{
alien_model = level.alien_types[ alien_type ].attributes[ "model" ];
}
self SetModel( alien_model );
self show();
self MotionBlurHQEnable();
}
spawn_alien_agent( spawnOrigin, spawnAngles, alien_type )
{
// the self.OnEnterAnimState field needs to be set before SpawnAgent
self.OnEnterAnimState = maps\mp\agents\alien\_alien_think::onEnterAnimState;
anim_class = get_anim_class( alien_type );
self SpawnAgent( spawnOrigin, spawnAngles, anim_class, 15, 50 );
}
get_anim_class( alien_type )
{
return level.alien_types[ alien_type ].attributes[ "animclass" ];
}
set_alien_attributes( alienType )
{
self maps\mp\alien\_spawnlogic::assign_alien_attributes( alienType );
}
type_specific_init()
{
switch ( maps\mp\alien\_utility::get_alien_type() )
{
case "elite":
maps\mp\agents\alien\_alien_elite::elite_init();
break;
case "minion":
maps\mp\agents\alien\_alien_minion::minion_init();
break;
case "spitter":
maps\mp\agents\alien\_alien_spitter::spitter_init();
break;
case "leper":
maps\mp\agents\alien\_alien_leper::leper_init();
break;
default:
// Check for level specific override
if( isDefined( level.dlc_alien_init_override_func ))
{
[[level.dlc_alien_init_override_func]]();
}
break;
}
}
misc_setup()
{
self ScrAgentSetClipMode( "agent" );
self TakeAllWeapons();
//self maps\mp\agents\alien\_alien_anim_utils::calculateAnimData();
}
setup_watcher()
{
self thread maps\mp\agents\alien\_alien_think::watch_for_scripted();
self thread maps\mp\agents\alien\_alien_think::watch_for_badpath();
self thread maps\mp\agents\alien\_alien_think::watch_for_insolid();
self thread maps\mp\_flashgrenades::MonitorFlash();
self thread maps\mp\agents\alien\_alien_think::MonitorFlash();
/#
if ( GetDvarInt( "scr_aliendebugvelocity" ) == 1 )
self thread maps\mp\alien\_debug::alienDebugVelocity();
#/
}
doIntroVignetteAnim( vignetteAnimInfo )
{
CONST_ANIM_STATE_INDEX = 0;
CONST_ANIM_INDEX_ARRAY_INDEX = 1;
CONST_LABEL_INDEX = 2;
CONST_END_NOTETRACK_INDEX = 3;
CONST_FX_INDEX = 4;
CONST_SCRIPTABLE_TARGETNAME_INDEX = 5;
CONST_SCRIPTABLE_STATE_INDEX = 6;
CONST_SPAWN_NODE_ID_INDEX = 7;
self ScrAgentSetScripted( true );
self ScrAgentSetPhysicsMode( "noclip" );
self ScrAgentSetAnimMode( "anim deltas" );
vignetteAnimInfo = StrTok( vignetteAnimInfo, ";" );
self.vignetteAnimInfo = [];
self.vignetteAnimInfo["FX"] = replaceNoneWithEmptyString( vignetteAnimInfo[CONST_FX_INDEX] );
self.vignetteAnimInfo["scriptableName"] = StrTok( replaceNoneWithEmptyString( vignetteAnimInfo[CONST_SCRIPTABLE_TARGETNAME_INDEX] ), "," );
self.vignetteAnimInfo["scriptableState"] = StrTok( replaceNoneWithEmptyString( vignetteAnimInfo[CONST_SCRIPTABLE_STATE_INDEX] ), "," );
self.vignetteAnimInfo["spawnNodeID"] = replaceNoneWithEmptyString( vignetteAnimInfo[CONST_SPAWN_NODE_ID_INDEX] );
animState = replaceNoneWithEmptyString( vignetteAnimInfo[CONST_ANIM_STATE_INDEX] );
indexArray = StrTok( replaceNoneWithEmptyString( vignetteAnimInfo[CONST_ANIM_INDEX_ARRAY_INDEX] ), "," );
animIndex = int( indexArray [ randomInt ( indexArray.size ) ] );
animLabel = replaceNoneWithEmptyString( vignetteAnimInfo[CONST_LABEL_INDEX] );
endNotetrack = replaceNoneWithEmptyString( vignetteAnimInfo[CONST_END_NOTETRACK_INDEX] );
animEntry = self GetAnimEntry( animState, animIndex );
if ( shouldDoGroundLerp( animEntry ) )
doLerpToEndOnGround( animState, animIndex );
if ( willPlayScriptables( animEntry ) )
resetAllScriptables( self.vignetteAnimInfo["scriptableName"], self.origin );
result = maps\mp\agents\alien\_alien_traverse::needFlexibleHeightSupport( animEntry );
if( result.need_support )
doSpawnVignetteWithFlexibleHeight( animState, animIndex, animLabel, animEntry, result.start_notetrack, result.end_notetrack, ::vignetteNotetrackHandler );
else
maps\mp\agents\_scriptedAgents::PlayAnimNUntilNotetrack( animState, animIndex, animLabel, endNotetrack, ::vignetteNotetrackHandler );
self ScrAgentSetScripted( false );
}
shouldDoGroundLerp( animEntry )
{
return !( AnimHasNotetrack ( animEntry, "skip_ground_lerp" ) );
}
willPlayScriptables( animEntry )
{
return ( AnimHasNotetrack( animEntry, "play_scriptable" ) && can_play_scriptable( self.vignetteAnimInfo["spawnNodeID"], self.vignetteAnimInfo["scriptableName"] ) );
}
doSpawnVignetteWithFlexibleHeight( animState, animIndex, animLabel, animEntry, startNotetrack, endNotetrack, notetrackHandlerFunc )
{
maps\mp\agents\_scriptedAgents::PlayAnimNUntilNotetrack( animState, animIndex, animLabel, startNotetrack, notetrackHandlerFunc );
ground_pos = getEndLocOnGround( animEntry );
maps\mp\agents\alien\_alien_traverse::doTraversalWithFlexibleHeight_internal( animState, animIndex, animLabel, animEntry, startNotetrack, endNotetrack, ground_pos , 1, ::vignetteNotetrackHandler );
}
getEndLocOnGround( animEntry )
{
DROP_TO_GROUND_UP_DIST = 32;
DROP_TO_GROUND_DOWN_DIST = -300;
AnimEndLoc = maps\mp\agents\alien\_alien_anim_utils::getPosInSpaceAtAnimTime( animEntry, self.origin, self.angles, GetAnimLength( animEntry ) );
return drop_to_ground( AnimEndLoc, DROP_TO_GROUND_UP_DIST, DROP_TO_GROUND_DOWN_DIST );
}
replaceNoneWithEmptyString( string )
{
if( string == "NONE" )
return "";
return string;
}
vignetteNotetrackHandler( note, animState, animIndex, animTime )
{
switch ( note )
{
case "alien_drone_spawn_underground":
case "play_fx":
if ( !is_empty_string( self.vignetteAnimInfo["FX"] ) )
playSpawnVignetteFX( self.vignetteAnimInfo["FX"] );
break;
case "play_scriptable":
if ( can_play_scriptable( self.vignetteAnimInfo["spawnNodeID"], self.vignetteAnimInfo["scriptableName"] ) )
{
playAnimOnAllScriptables( self.vignetteAnimInfo["scriptableName"], self.origin, self.vignetteAnimInfo["scriptableState"] );
if ( is_one_off_scriptable( self.vignetteAnimInfo["spawnNodeID"] ) )
inactivate_scriptable_for_node( self.vignetteAnimInfo["spawnNodeID"] );
}
break;
case "play_earthquake":
Earthquake( 0.5, 1.5, self.origin, 800 );
break;
case "delete_spawn_clip":
if ( isDefined( self.intro_clips ) )
delete_items( self.intro_clips );
break;
case "frontal_cone_knock_player_back":
frontal_cone_knock_player_back();
break;
case "apply_physics":
self ScrAgentSetPhysicsMode( "gravity" );
break;
default:
break;
}
}
can_play_scriptable( node_id, scriptable_name_list )
{
return ( ( is_scriptable_status( node_id, "always_on" ) || is_scriptable_status( node_id, "one_off" ) ) && scriptable_name_list.size > 0 );
}
is_scriptable_status( node_id, state )
{
return ( level.cycle_data.spawn_node_info[node_id].scriptableStatus == state );
}
is_one_off_scriptable( node_id )
{
return is_scriptable_status( node_id, "one_off" );
}
inactivate_scriptable_for_node( node_id )
{
level.cycle_data.spawn_node_info[node_id].scriptableStatus = "inactive";
}
delete_items( item_array )
{
foreach( item in item_array )
{
if ( isDefined( item ) )
item delete();
}
}
frontal_cone_knock_player_back()
{
KNOCK_BACK_ACTIVATION_DIST_SQ = 22500; // 150 * 150
KNOCK_BACK_FORCE_MAGNITUDE = 650;
FRONT_CONE_LIMIT = 0.2588; //cos( 70 )
self_forward = anglesToForward( self.angles);
foreach ( player in level.players)
{
self_to_player = vectorNormalize ( player.origin - self.origin );
if( VectorDot( self_to_player, self_forward ) > FRONT_CONE_LIMIT && distanceSquared( player.origin , self.origin ) <= KNOCK_BACK_ACTIVATION_DIST_SQ )
{
player SetVelocity( VectorNormalize( player.origin - self.origin ) * KNOCK_BACK_FORCE_MAGNITUDE );
player DoDamage( ( player.health / 10 ) , self.origin );
}
}
}
resetAllScriptables( scriptable_name_list, position )
{
for( i = 0; i < scriptable_name_list.size; i++ )
maps\mp\agents\alien\_alien_anim_utils::resetScriptable( scriptable_name_list[i], position );
}
playAnimOnAllScriptables( scriptable_name_list, position, scriptable_state_list )
{
/# AssertEx( scriptable_name_list.size == scriptable_state_list.size, "The scriptable name lists and state lists have mismatch with their size near position ( " + position + " )." ); #/
for( i = 0; i < scriptable_name_list.size; i++ )
maps\mp\agents\alien\_alien_anim_utils::playAnimOnScriptable( scriptable_name_list[i], position, int( scriptable_state_list[i] ) );
}
is_empty_string( string )
{
return ( string == "" );
}
playSpawnVignetteFX( effect_key )
{
effect_id = level._effect[effect_key];
AssertEx( isDefined( effect_id ), "'" + effect_key + "' is not a valid key for the spawn vignette FX. Load the effect in alien type specific script." );
ground_position = GetGroundPosition( self.origin + ( 0, 0, 100 ), 16 ); // play fx on ground surface
PlayFX( effect_id, ground_position, (0,0,1) );
}
doLerpToEndOnGround( animState, animIndex )
{
VERTICAL_DELTA_BUFFER = 2;
anime = self GetAnimEntry( animState, animIndex );
lerp_time = maps\mp\agents\alien\_alien_anim_utils::getLerpTime( anime );
lerp_target_pos = maps\mp\agents\alien\_alien_anim_utils::getPosInSpaceAtAnimTime( anime, self.origin, self.angles, lerp_time );
z_delta = getVerticalDeltaToEndGroud( anime );
lerp_target_pos += ( 0, 0, z_delta + VERTICAL_DELTA_BUFFER );
thread maps\mp\agents\alien\_alien_anim_utils::doLerp( lerp_target_pos, lerp_time );
}
getVerticalDeltaToEndGroud( anime )
{
GET_GROUND_DROP_HEIGHT = 100;
AI_PHYSICS_TRACE_RADIUS = 32;
AI_PHYSICS_TRACE_HEIGHT = 72;
anime_delta = GetMoveDelta( anime, 0, 1 );
anime_delta = RotateVector( anime_delta, self.angles );
anime_height = anime_delta[2];
anime_end_pos = self.origin + anime_delta;
trace_start_pos = anime_end_pos + ( 0, 0, GET_GROUND_DROP_HEIGHT );
trace_end_pos = anime_end_pos - ( 0, 0, GET_GROUND_DROP_HEIGHT );
ground_pos = self AIPhysicsTrace( trace_start_pos, trace_end_pos, AI_PHYSICS_TRACE_RADIUS, AI_PHYSICS_TRACE_HEIGHT );
self_to_ground_height = ( ground_pos - self.origin )[2];
return ( self_to_ground_height - anime_height );
}

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@ -0,0 +1,829 @@
#include maps\mp\agents\_scriptedAgents;
//=======================================================
// initAlienAnims
//=======================================================
initAlienAnims()
{
level.alienAnimData = SpawnStruct();
initAlienCannedTraverses( level.alienAnimData );
initAlienJumpTraverses( level.alienAnimData );
initAlienPain( level.alienAnimData );
initAlienDeath( level.alienAnimData );
initMoveBackAnims();
//<NOTE JC> The following values are hard-coded here. Need to run calculateAnimData() if the specific animation assets are
// changed.
level.alienAnimData.jumpLaunchArrival_maxMoveDelta = 107.659;
level.alienAnimData.stopSoon_NotifyDist = 99.4488;
}
calculateAnimData()
{
//<NOTE JC> The reason for this function is that we can only GetAnimEntry running on an agent. Only need to run this when
// specific animation set is updated
calculate_jumpLaunchArrivalMaxMoveDelta();
calculate_stopSoonNotifyDist();
}
calculate_jumpLaunchArrivalMaxMoveDelta()
{
iprintln( "level.alienAnimData.jumpLaunchArrival_maxMoveDelta = " + calculate_maxMoveDeltaInAnimState( "jump_launch_arrival" ) );
}
calculate_stopSoonNotifyDist()
{
iprintln( "level.alienAnimData.stopSoon_NotifyDist = " + calculate_maxMoveDeltaInAnimState( "run_stop" ) );
}
calculate_maxMoveDeltaInAnimState( animState )
{
maxMoveDeltaSq = 0;
animCount = self GetAnimEntryCount( animState );
for ( i = 0; i < animCount; i++ )
{
animEntry = self GetAnimEntry( animState, i );
moveDelta = GetMoveDelta( animEntry, 0, 1 );
deltaDistSq = LengthSquared( moveDelta );
if ( deltaDistSq > maxMoveDeltaSq )
maxMoveDeltaSq = deltaDistSq;
}
return sqrt( maxMoveDeltaSq );
}
initAlienCannedTraverses( alienAnimData )
{
alienAnimData.cannedTraverseAnims = [];
// Canned traversals
// Group 1 --- Each group can hold 32 animations
alienAnimData.cannedTraverseAnims[ "alien_crawl_door" ] = registerTraverseData( "traverse_group_1", [ 0 ], false );
alienAnimData.cannedTraverseAnims[ "alien_jump_sidewall_l" ] = registerTraverseData( "traverse_group_1", [ 1 ], false );
alienAnimData.cannedTraverseAnims[ "alien_jump_sidewall_r" ] = registerTraverseData( "traverse_group_1", [ 2 ], false );
alienAnimData.cannedTraverseAnims[ "alien_leap_clear_height_54" ] = registerTraverseData( "traverse_group_1", [ 3 ], false );
alienAnimData.cannedTraverseAnims[ "alien_drone_traverse_corner_wall_crawl" ] = registerTraverseData( "traverse_group_1", [ 4 ], false );
alienAnimData.cannedTraverseAnims[ "alien_leap_clear_height_36" ] = registerTraverseData( "traverse_group_1", [ 5 ], false );
alienAnimData.cannedTraverseAnims[ "alien_leap_tree" ] = registerTraverseData( "traverse_group_1", [ 6 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_under_car" ] = registerTraverseData( "traverse_group_1", [ 7 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_on_car" ] = registerTraverseData( "traverse_group_1", [ 8 ], false );
alienAnimData.cannedTraverseAnims[ "alien_step_up_56" ] = registerTraverseData( "traverse_group_1", [ 9 ], false );
alienAnimData.cannedTraverseAnims[ "alien_step_down_56" ] = registerTraverseData( "traverse_group_1", [ 10 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_deadtree" ] = registerTraverseData( "traverse_group_1", [ 11 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_back_humvee" ] = registerTraverseData( "traverse_group_1", [ 12 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_car" ] = registerTraverseData( "traverse_group_1", [ 13 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_humvee" ] = registerTraverseData( "traverse_group_1", [ 14 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_sidecar" ] = registerTraverseData( "traverse_group_1", [ 15 ], false );
alienAnimData.cannedTraverseAnims[ "alien_crawl_sidehumvee" ] = registerTraverseData( "traverse_group_1", [ 16 ], false );
alienAnimData.cannedTraverseAnims[ "alien_under_fence" ] = registerTraverseData( "traverse_group_1", [ 17,24 ], false );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_spiral_tree" ] = registerTraverseData( "traverse_group_1", [ 18 ], true );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_gutter_L" ] = registerTraverseData( "traverse_group_1", [ 19 ], false );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_gutter_R" ] = registerTraverseData( "traverse_group_1", [ 20 ], false );
alienAnimData.cannedTraverseAnims[ "alien_climb_over_fence_112" ] = registerTraverseData( "traverse_group_1", [ 21,22,23 ], false );
// Group 2 --- This group supports the flexible height notetrack. Does not have 'restart' on the animstate. Hold 32 animations max
alienAnimData.cannedTraverseAnims[ "alien_mantle_36" ] = registerTraverseData( "traverse_group_2", [ 0 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_drone_traverse_climb_vault_8" ] = registerTraverseData( "traverse_group_2", [ 1 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_drone_traverse_climb_over_fence" ] = registerTraverseData( "traverse_group_2", [ 2 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_crawl_rail_vault_lodge" ] = registerTraverseData( "traverse_group_2", [ 3 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_rail_lodge" ] = registerTraverseData( "traverse_group_2", [ 4 ], false, false );
alienAnimData.cannedTraverseAnims[ "alien_roof_to_ceiling" ] = registerTraverseData( "traverse_group_2", [ 5 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_climb_over_fence_88" ] = registerTraverseData( "traverse_group_2", [ 6 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_100" ] = registerTraverseData( "traverse_group_2", [ 7 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_200" ] = registerTraverseData( "traverse_group_2", [ 8 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_70" ] = registerTraverseData( "traverse_group_2", [ 9 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_200" ] = registerTraverseData( "traverse_group_2", [ 10 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_straight" ] = registerTraverseData( "traverse_group_2", [ 11 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_roof_to_ground" ] = registerTraverseData( "traverse_group_2", [ 12 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_128_rail_32" ] = registerTraverseData( "traverse_group_2", [ 13 ], false, false );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_128_rail_36" ] = registerTraverseData( "traverse_group_2", [ 14 ], false, false );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_128_rail_48" ] = registerTraverseData( "traverse_group_2", [ 15 ], false, false );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_rail_32_idle" ] = registerTraverseData( "traverse_group_2", [ 16 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_rail_32_run" ] = registerTraverseData( "traverse_group_2", [ 17 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_mantle_32" ] = registerTraverseData( "traverse_group_2", [ 18 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_mantle_48" ] = registerTraverseData( "traverse_group_2", [ 19 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_128_rail_32" ] = registerTraverseData( "traverse_group_2", [ 20 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_128_rail_36" ] = registerTraverseData( "traverse_group_2", [ 21 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_128_rail_48" ] = registerTraverseData( "traverse_group_2", [ 22 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_climb_down_128_rail_36" ] = registerTraverseData( "traverse_group_2", [ 23 ], true, true );
alienAnimData.cannedTraverseAnims[ "alien_mantle_crate_48" ] = registerTraverseData( "traverse_group_2", [ 24 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_mantle_crate_64" ] = registerTraverseData( "traverse_group_2", [ 25 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_56_idle" ] = registerTraverseData( "traverse_group_2", [ 26 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_56_run" ] = registerTraverseData( "traverse_group_2", [ 27 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_56_idle" ] = registerTraverseData( "traverse_group_2", [ 28 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_up_56_run" ] = registerTraverseData( "traverse_group_2", [ 29 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_fence_88_enter_scale" ] = registerTraverseData( "traverse_group_2", [ 30 ], false, false );
alienAnimData.cannedTraverseAnims[ "alien_jump_fence_88_exit_scale" ] = registerTraverseData( "traverse_group_2", [ 31 ], false, true );
// Group 3 --- This group supports the flexible height notetrack. Does not have 'restart' on the animstate. Hold 32 animations max
alienAnimData.cannedTraverseAnims[ "alien_jump_up_90_rail_32" ] = registerTraverseData( "traverse_group_3", [ 0 ], false, false );
alienAnimData.cannedTraverseAnims[ "alien_jump_fence_high_to_low" ] = registerTraverseData( "traverse_group_3", [ 1 ], false,false );
alienAnimData.cannedTraverseAnims[ "alien_jump_fence_low_to_high" ] = registerTraverseData( "traverse_group_3", [ 2 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_straight_forward_56" ] = registerTraverseData( "traverse_group_3", [ 3 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_jump_down_straight_360_dlc" ] = registerTraverseData( "traverse_group_3", [ 4 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_rail_32_jump_down_idle_dlc" ] = registerTraverseData( "traverse_group_3", [ 5 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_rail_36_jump_down_idle_dlc" ] = registerTraverseData( "traverse_group_3", [ 6 ], false, true );
alienAnimData.cannedTraverseAnims[ "alien_rail_48_jump_down_idle_dlc" ] = registerTraverseData( "traverse_group_3", [ 7 ], false, true );
// Special traversals
alienAnimData.cannedTraverseAnims[ "alien_climb_up" ] = registerTraverseData( "traverse_climb_up" );
alienAnimData.cannedTraverseAnims[ "alien_climb_down" ] = registerTraverseData( "traverse_climb_down" );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_over_56" ] = registerTraverseData( "traverse_climb_up_over_56" );
alienAnimData.cannedTraverseAnims[ "alien_climb_over_56_down" ] = registerTraverseData( "traverse_climb_over_56_down" );
alienAnimData.cannedTraverseAnims[ "climb_up_end_jump_side_l" ] = registerTraverseData( "climb_up_end_jump_side_l" );
alienAnimData.cannedTraverseAnims[ "climb_up_end_jump_side_r" ] = registerTraverseData( "climb_up_end_jump_side_r" );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_ledge_18_run" ] = registerTraverseData( "traverse_climb_up_ledge_18_run" );
alienAnimData.cannedTraverseAnims[ "alien_climb_up_ledge_18_idle" ] = registerTraverseData( "traverse_climb_up_ledge_18_idle" );
alienAnimData.cannedTraverseAnims[ "alien_wall_run" ] = registerTraverseData( "run" );
}
initAlienJumpTraverses( alienAnimData )
{
level.alienAnimData.jumpGravity = 20.0 / 0.02205; // cScrAgent_JumpGravity
level.alienAnimData.jumpLaunchGroundDelta = 16.8476;
level.alienAnimData.jumpLaunchInAirAnimLength = 0.111111;
level.alienAnimData.jumpLaunchDirection = [];
level.alienAnimData.jumpLaunchDirection[ "jump_launch_up" ] = [];
level.alienAnimData.jumpLaunchDirection[ "jump_launch_level" ] = [];
level.alienAnimData.jumpLaunchDirection[ "jump_launch_down" ] = [];
level.alienAnimData.jumpLaunchDirection[ "jump_launch_up" ][0] = (0.338726, 0, 0.940885);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_up" ][1] = (0.688542, 0, 0.725196);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_up" ][2] = (0.906517, 0, 0.422169);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_level" ][0] = (0.248516, 0, 0.968628);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_level" ][1] = (0.579155, 0, 0.815218);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_level" ][2] = (0.906514, 0, 0.422177);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_down" ][0] = (0.333125, 0, 0.942883);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_down" ][1] = (0.518112, 0, 0.855313);
level.alienAnimData.jumpLaunchDirection[ "jump_launch_down" ][2] = (0.892489, 0, 0.451068);
level.alienAnimData.inAirAnimEntry = [];
level.alienAnimData.inAirAnimEntry[ "jump_launch_up" ] = [];
level.alienAnimData.inAirAnimEntry[ "jump_launch_level" ] = [];
level.alienAnimData.inAirAnimEntry[ "jump_launch_down" ] = [];
level.alienAnimData.inAirAnimEntry[ "jump_launch_up" ][ "jump_land_up" ] = 0;
level.alienAnimData.inAirAnimEntry[ "jump_launch_up" ][ "jump_land_level" ] = 1;
level.alienAnimData.inAirAnimEntry[ "jump_launch_up" ][ "jump_land_down" ] = 2;
level.alienAnimData.inAirAnimEntry[ "jump_launch_level" ][ "jump_land_up" ] = 3;
level.alienAnimData.inAirAnimEntry[ "jump_launch_level" ][ "jump_land_level" ] = 4;
level.alienAnimData.inAirAnimEntry[ "jump_launch_level" ][ "jump_land_down" ] = 5;
level.alienAnimData.inAirAnimEntry[ "jump_launch_down" ][ "jump_land_up" ] = 6;
level.alienAnimData.inAirAnimEntry[ "jump_launch_down" ][ "jump_land_level" ] = 7;
level.alienAnimData.inAirAnimEntry[ "jump_launch_down" ][ "jump_land_down" ] = 8;
level.alienAnimData.inAirAnimEntry[ "jump_launch_up" ][ "jump_land_sidewall_high" ] = 9;
level.alienAnimData.inAirAnimEntry[ "jump_launch_level" ][ "jump_land_sidewall_high" ] = 9;
level.alienAnimData.inAirAnimEntry[ "jump_launch_down" ][ "jump_land_sidewall_high" ] = 9;
level.alienAnimData.inAirAnimEntry[ "jump_launch_up" ][ "jump_land_sidewall_low" ] = 9;
level.alienAnimData.inAirAnimEntry[ "jump_launch_level" ][ "jump_land_sidewall_low" ] = 9;
level.alienAnimData.inAirAnimEntry[ "jump_launch_down" ][ "jump_land_sidewall_low" ] = 9;
}
initAlienPain( alienAnimData )
{
alienAnimData.painAnims = [];
//Idle, anim states are: idle_pain_light, idle_pain_heavy
idlePainAnims = [];
idlePainAnims [ "front" ][ "head" ] = [ 0 ];
idlePainAnims [ "front" ][ "up_chest" ] = [ 1 ];
idlePainAnims [ "front" ][ "low_chest" ] = [ 1 ];
idlePainAnims [ "front" ][ "up_body_L" ] = [ 1 ];
idlePainAnims [ "front" ][ "up_body_R" ] = [ 2 ];
idlePainAnims [ "front" ][ "low_body_L" ] = [ 2 ];
idlePainAnims [ "front" ][ "low_body_R" ] = [ 2 ];
idlePainAnims [ "front" ][ "armor" ] = [ 0 ];
idlePainAnims [ "front" ][ "soft" ] = [ 0 ];
idlePainAnims [ "right" ][ "head" ] = [ 0 ];
idlePainAnims [ "right" ][ "up_chest" ] = [ 3 ];
idlePainAnims [ "right" ][ "low_chest" ] = [ 3 ];
idlePainAnims [ "right" ][ "up_body_L" ] = [ 3 ];
idlePainAnims [ "right" ][ "up_body_R" ] = [ 2 ];
idlePainAnims [ "right" ][ "low_body_L" ] = [ 4 ];
idlePainAnims [ "right" ][ "low_body_R" ] = [ 4 ];
idlePainAnims [ "right" ][ "armor" ] = [ 0 ];
idlePainAnims [ "right" ][ "soft" ] = [ 0 ];
idlePainAnims [ "left" ][ "head" ] = [ 0 ];
idlePainAnims [ "left" ][ "up_chest" ] = [ 1 ];
idlePainAnims [ "left" ][ "low_chest" ] = [ 1 ];
idlePainAnims [ "left" ][ "up_body_L" ] = [ 5 ];
idlePainAnims [ "left" ][ "up_body_R" ] = [ 5 ];
idlePainAnims [ "left" ][ "low_body_L" ] = [ 6 ];
idlePainAnims [ "left" ][ "low_body_R" ] = [ 6 ];
idlePainAnims [ "left" ][ "armor" ] = [ 2 ];
idlePainAnims [ "left" ][ "soft" ] = [ 2 ];
idlePainAnims [ "back" ][ "head" ] = [ 0 ];
idlePainAnims [ "back" ][ "up_chest" ] = [ 1 ];
idlePainAnims [ "back" ][ "low_chest" ] = [ 1 ];
idlePainAnims [ "back" ][ "up_body_L" ] = [ 1 ];
idlePainAnims [ "back" ][ "up_body_R" ] = [ 7 ];
idlePainAnims [ "back" ][ "low_body_L" ] = [ 7 ];
idlePainAnims [ "back" ][ "low_body_R" ] = [ 7 ];
idlePainAnims [ "back" ][ "armor" ] = [ 0 ];
idlePainAnims [ "back" ][ "soft" ] = [ 0 ];
alienAnimData.painAnims[ "idle" ] = idlePainAnims;
//Run, anim states are: run_stumble_light, run_stumble_heavy
/*
0 alien_drone_run_pain_upbody_f_light
1 alien_drone_run_pain_upbody_f_medium
2 alien_drone_run_pain_upbody_v2_f_medium
3 alien_drone_run_pain_Lshoulder_f_heavy
4 alien_drone_run_pain_Rshoulder_f_heavy
5 alien_drone_run_pain_Lupbody_l_light
6 alien_drone_run_pain_Llowbody_l_light
7 alien_drone_run_pain_Rupbody_r_light
8 alien_drone_run_pain_Lupbody_f_light
9 alien_drone_run_pain_Rupbody_f_light
10 alien_drone_run_pain_lowbody_f_light
11 alien_drone_run_pain_Rlowbody_r_light
12 alien_drone_run_pain_upbody_b_light
13 alien_drone_run_pain_lowbody_b_light
*/
runPainAnims = [];
runPainAnims [ "front" ][ "head" ] = [ 0 ];
runPainAnims [ "front" ][ "up_chest" ] = [ 9 ];
runPainAnims [ "front" ][ "low_chest" ] = [ 8 ];
runPainAnims [ "front" ][ "up_body_L" ] = [ 8 ];
runPainAnims [ "front" ][ "up_body_R" ] = [ 9 ];
runPainAnims [ "front" ][ "low_body_L" ] = [ 10 ];
runPainAnims [ "front" ][ "low_body_R" ] = [ 10 ];
runPainAnims [ "front" ][ "armor" ] = [ 0 ];
runPainAnims [ "front" ][ "soft" ] = [ 0 ];
runPainAnims [ "right" ][ "head" ] = [ 7 ];
runPainAnims [ "right" ][ "up_chest" ] = [ 7 ];
runPainAnims [ "right" ][ "low_chest" ] = [ 11 ];
runPainAnims [ "right" ][ "up_body_L" ] = [ 7 ];
runPainAnims [ "right" ][ "up_body_R" ] = [ 7 ];
runPainAnims [ "right" ][ "low_body_L" ] = [ 11 ];
runPainAnims [ "right" ][ "low_body_R" ] = [ 11 ];
runPainAnims [ "right" ][ "armor" ] = [ 0 ];
runPainAnims [ "right" ][ "soft" ] = [ 0 ];
runPainAnims [ "left" ][ "head" ] = [ 5 ];
runPainAnims [ "left" ][ "up_chest" ] = [ 5 ];
runPainAnims [ "left" ][ "low_chest" ] = [ 6 ];
runPainAnims [ "left" ][ "up_body_L" ] = [ 5 ];
runPainAnims [ "left" ][ "up_body_R" ] = [ 5 ];
runPainAnims [ "left" ][ "low_body_L" ] = [ 6 ];
runPainAnims [ "left" ][ "low_body_R" ] = [ 6 ];
runPainAnims [ "left" ][ "armor" ] = [ 0 ];
runPainAnims [ "left" ][ "soft" ] = [ 0 ];
runPainAnims [ "back" ][ "head" ] = [ 12 ];
runPainAnims [ "back" ][ "up_chest" ] = [ 12 ];
runPainAnims [ "back" ][ "low_chest" ] = [ 13 ];
runPainAnims [ "back" ][ "up_body_L" ] = [ 12 ];
runPainAnims [ "back" ][ "up_body_R" ] = [ 12 ];
runPainAnims [ "back" ][ "low_body_L" ] = [ 13 ];
runPainAnims [ "back" ][ "low_body_R" ] = [ 13 ];
runPainAnims [ "back" ][ "armor" ] = [ 0 ];
runPainAnims [ "back" ][ "soft" ] = [ 0 ];
alienAnimData.painAnims[ "run" ] = runPainAnims;
//Jump, anim states are: jump_pain_light, jump_pain_heavy
jumpPainAnims = [];
jumpPainAnims [ "front" ][ "head" ] = [ 0 ];
jumpPainAnims [ "front" ][ "up_chest" ] = [ 1 ];
jumpPainAnims [ "front" ][ "low_chest" ] = [ 1 ];
jumpPainAnims [ "front" ][ "up_body_L" ] = [ 2 ];
jumpPainAnims [ "front" ][ "up_body_R" ] = [ 3 ];
jumpPainAnims [ "front" ][ "low_body_L" ] = [ 4 ];
jumpPainAnims [ "front" ][ "low_body_R" ] = [ 4 ];
jumpPainAnims [ "front" ][ "armor" ] = [ 0 ];
jumpPainAnims [ "front" ][ "soft" ] = [ 0 ];
jumpPainAnims [ "right" ][ "head" ] = [ 7 ];
jumpPainAnims [ "right" ][ "up_chest" ] = [ 7 ];
jumpPainAnims [ "right" ][ "low_chest" ] = [ 8 ];
jumpPainAnims [ "right" ][ "up_body_L" ] = [ 7 ];
jumpPainAnims [ "right" ][ "up_body_R" ] = [ 7 ];
jumpPainAnims [ "right" ][ "low_body_L" ] = [ 8 ];
jumpPainAnims [ "right" ][ "low_body_R" ] = [ 8 ];
jumpPainAnims [ "right" ][ "armor" ] = [ 0 ];
jumpPainAnims [ "right" ][ "soft" ] = [ 0 ];
jumpPainAnims [ "left" ][ "head" ] = [ 5 ];
jumpPainAnims [ "left" ][ "up_chest" ] = [ 5 ];
jumpPainAnims [ "left" ][ "low_chest" ] = [ 6 ];
jumpPainAnims [ "left" ][ "up_body_L" ] = [ 5 ];
jumpPainAnims [ "left" ][ "up_body_R" ] = [ 5 ];
jumpPainAnims [ "left" ][ "low_body_L" ] = [ 6 ];
jumpPainAnims [ "left" ][ "low_body_R" ] = [ 6 ];
jumpPainAnims [ "left" ][ "armor" ] = [ 0 ];
jumpPainAnims [ "left" ][ "soft" ] = [ 0 ];
jumpPainAnims [ "back" ][ "head" ] = [ 9 ];
jumpPainAnims [ "back" ][ "up_chest" ] = [ 9 ];
jumpPainAnims [ "back" ][ "low_chest" ] = [ 10 ];
jumpPainAnims [ "back" ][ "up_body_L" ] = [ 9 ];
jumpPainAnims [ "back" ][ "up_body_R" ] = [ 9 ];
jumpPainAnims [ "back" ][ "low_body_L" ] = [ 10 ];
jumpPainAnims [ "back" ][ "low_body_R" ] = [ 10 ];
jumpPainAnims [ "back" ][ "armor" ] = [ 0 ];
jumpPainAnims [ "back" ][ "soft" ] = [ 0 ];
alienAnimData.painAnims[ "jump" ] = jumpPainAnims;
//Push back, anim state is: pain_pushback
pushbackPainAnims = [];
pushbackPainAnims [ "front" ] = [ 0, 1 ];
pushbackPainAnims [ "right" ] = [ 2 ];
pushbackPainAnims [ "left" ] = [ 3 ];
pushbackPainAnims [ "back" ] = [ 4 ];
alienAnimData.painAnims[ "push_back" ] = pushbackPainAnims;
//Move back, anim state are: move_back_pain_light, move_back_pain_heavy
movebackPainAnims = [];
movebackPainAnims [ "front" ] = [ 0 ];
movebackPainAnims [ "right" ] = [ 0 ];
movebackPainAnims [ "left" ] = [ 0 ];
movebackPainAnims [ "back" ] = [ 0 ];
alienAnimData.painAnims[ "move_back" ] = movebackPainAnims;
//Melee, anim state are: melee_pain_light, melee_pain_heavy
meleePainAnims = [];
meleePainAnims [ "front" ] = [ 0, 1, 2 ];
meleePainAnims [ "right" ] = [ 0, 1, 2 ];
meleePainAnims [ "left" ] = [ 0, 1, 2 ];
meleePainAnims [ "back" ] = [ 0, 1, 2 ];
alienAnimData.painAnims[ "melee" ] = meleePainAnims;
combinedHitLoc = [];
combinedHitLoc [ "head" ] = "head";
combinedHitLoc [ "neck" ] = "head";
combinedHitLoc [ "torso_upper" ] = "up_chest";
combinedHitLoc [ "none" ] = "up_chest";
combinedHitLoc [ "torso_lower" ] = "low_chest";
combinedHitLoc [ "left_arm_upper" ] = "up_body_L";
combinedHitLoc [ "left_arm_lower" ] = "up_body_L";
combinedHitLoc [ "left_hand" ] = "up_body_L";
combinedHitLoc [ "right_arm_upper" ] = "up_body_R";
combinedHitLoc [ "right_arm_lower" ] = "up_body_R";
combinedHitLoc [ "right_hand" ] = "up_body_R";
combinedHitLoc [ "left_leg_upper" ] = "low_body_L";
combinedHitLoc [ "left_leg_lower" ] = "low_body_L";
combinedHitLoc [ "left_foot" ] = "low_body_L";
combinedHitLoc [ "right_leg_upper" ] = "low_body_R";
combinedHitLoc [ "right_leg_lower" ] = "low_body_R";
combinedHitLoc [ "right_foot" ] = "low_body_R";
combinedHitLoc [ "armor" ] = "armor";
combinedHitLoc [ "soft" ] = "soft";
alienAnimData.painAnims[ "hitLoc" ] = combinedHitLoc;
hitDirection = [];
hitDirection[ 0 ] = "back";
hitDirection[ 1 ] = "back";
hitDirection[ 2 ] = "right";
hitDirection[ 3 ] = "right";
hitDirection[ 4 ] = "front";
hitDirection[ 5 ] = "left";
hitDirection[ 6 ] = "left";
hitDirection[ 7 ] = "back";
hitDirection[ 8 ] = "back";
alienAnimData.painAnims[ "hitDirection" ] = hitDirection;
jumpPainIdleToImpactMap = [];
// *idle index *Impact index
jumpPainIdleToImpactMap[ 0 ] = [ 0 ];
jumpPainIdleToImpactMap[ 1 ] = [ 1 ];
jumpPainIdleToImpactMap[ 2 ] = [ 2 ];
jumpPainIdleToImpactMap[ 3 ] = [ 3 ];
jumpPainIdleToImpactMap[ 4 ] = [ 4 ];
jumpPainIdleToImpactMap[ 5 ] = [ 5 ];
jumpPainIdleToImpactMap[ 6 ] = [ 6 ];
jumpPainIdleToImpactMap[ 7 ] = [ 7 ];
jumpPainIdleToImpactMap[ 8 ] = [ 8 ];
jumpPainIdleToImpactMap[ 9 ] = [ 9 ];
jumpPainIdleToImpactMap[ 10 ] = [ 10 ];
alienAnimData.painAnims[ "idleToImpactMap" ] = jumpPainIdleToImpactMap;
}
initAlienDeath( alienAnimData )
{
alienAnimData.deathAnims = [];
//Idle, anim states are: idle_death_light, idle_death_heavy
idleDeathAnims = [];
idleDeathAnims [ "front" ][ "head" ] = [ 0 ];
idleDeathAnims [ "front" ][ "up_chest" ] = [ 1 ];
idleDeathAnims [ "front" ][ "low_chest" ] = [ 1 ];
idleDeathAnims [ "front" ][ "up_body_L" ] = [ 1 ];
idleDeathAnims [ "front" ][ "up_body_R" ] = [ 2 ];
idleDeathAnims [ "front" ][ "low_body_L" ] = [ 2 ];
idleDeathAnims [ "front" ][ "low_body_R" ] = [ 2 ];
idleDeathAnims [ "front" ][ "armor" ] = [ 0 ];
idleDeathAnims [ "front" ][ "soft" ] = [ 0 ];
idleDeathAnims [ "right" ][ "head" ] = [ 0 ];
idleDeathAnims [ "right" ][ "up_chest" ] = [ 4 ];
idleDeathAnims [ "right" ][ "low_chest" ] = [ 3 ];
idleDeathAnims [ "right" ][ "up_body_L" ] = [ 4 ];
idleDeathAnims [ "right" ][ "up_body_R" ] = [ 4 ];
idleDeathAnims [ "right" ][ "low_body_L" ] = [ 2 ];
idleDeathAnims [ "right" ][ "low_body_R" ] = [ 2 ];
idleDeathAnims [ "right" ][ "armor" ] = [ 0 ];
idleDeathAnims [ "right" ][ "soft" ] = [ 0 ];
idleDeathAnims [ "left" ][ "head" ] = [ 0 ];
idleDeathAnims [ "left" ][ "up_chest" ] = [ 1 ];
idleDeathAnims [ "left" ][ "low_chest" ] = [ 1 ];
idleDeathAnims [ "left" ][ "up_body_L" ] = [ 1 ];
idleDeathAnims [ "left" ][ "up_body_R" ] = [ 2 ];
idleDeathAnims [ "left" ][ "low_body_L" ] = [ 5 ];
idleDeathAnims [ "left" ][ "low_body_R" ] = [ 5 ];
idleDeathAnims [ "left" ][ "armor" ] = [ 0 ];
idleDeathAnims [ "left" ][ "soft" ] = [ 0 ];
idleDeathAnims [ "back" ][ "head" ] = [ 0 ];
idleDeathAnims [ "back" ][ "up_chest" ] = [ 1 ];
idleDeathAnims [ "back" ][ "low_chest" ] = [ 1 ];
idleDeathAnims [ "back" ][ "up_body_L" ] = [ 1 ];
idleDeathAnims [ "back" ][ "up_body_R" ] = [ 2 ];
idleDeathAnims [ "back" ][ "low_body_L" ] = [ 2 ];
idleDeathAnims [ "back" ][ "low_body_R" ] = [ 2 ];
idleDeathAnims [ "back" ][ "armor" ] = [ 0 ];
idleDeathAnims [ "back" ][ "soft" ] = [ 0 ];
alienAnimData.deathAnims[ "idle" ] = idleDeathAnims;
//Run, anim states are: run_death_light, run_death_heavy
runDeathAnims = [];
runDeathAnims [ "front" ][ "head" ] = [ 0 ];
runDeathAnims [ "front" ][ "up_chest" ] = [ 1 ];
runDeathAnims [ "front" ][ "low_chest" ] = [ 3 ];
runDeathAnims [ "front" ][ "up_body_L" ] = [ 4 ];
runDeathAnims [ "front" ][ "up_body_R" ] = [ 9 ];
runDeathAnims [ "front" ][ "low_body_L" ] = [ 4 ];
runDeathAnims [ "front" ][ "low_body_R" ] = [ 3 ];
runDeathAnims [ "front" ][ "armor" ] = [ 0 ];
runDeathAnims [ "front" ][ "soft" ] = [ 0 ];
runDeathAnims [ "right" ][ "head" ] = [ 2 ];
runDeathAnims [ "right" ][ "up_chest" ] = [ 1 ];
runDeathAnims [ "right" ][ "low_chest" ] = [ 0 ];
runDeathAnims [ "right" ][ "up_body_L" ] = [ 7 ];
runDeathAnims [ "right" ][ "up_body_R" ] = [ 7 ];
runDeathAnims [ "right" ][ "low_body_L" ] = [ 3 ];
runDeathAnims [ "right" ][ "low_body_R" ] = [ 4 ];
runDeathAnims [ "right" ][ "armor" ] = [ 0 ];
runDeathAnims [ "right" ][ "soft" ] = [ 0 ];
runDeathAnims [ "left" ][ "head" ] = [ 5 ];
runDeathAnims [ "left" ][ "up_chest" ] = [ 5 ];
runDeathAnims [ "left" ][ "low_chest" ] = [ 6 ];
runDeathAnims [ "left" ][ "up_body_L" ] = [ 5 ];
runDeathAnims [ "left" ][ "up_body_R" ] = [ 5 ];
runDeathAnims [ "left" ][ "low_body_L" ] = [ 8 ];
runDeathAnims [ "left" ][ "low_body_R" ] = [ 6 ];
runDeathAnims [ "left" ][ "armor" ] = [ 0 ];
runDeathAnims [ "left" ][ "soft" ] = [ 0 ];
runDeathAnims [ "back" ][ "head" ] = [ 1 ];
runDeathAnims [ "back" ][ "up_chest" ] = [ 5 ];
runDeathAnims [ "back" ][ "low_chest" ] = [ 4 ];
runDeathAnims [ "back" ][ "up_body_L" ] = [ 3 ];
runDeathAnims [ "back" ][ "up_body_R" ] = [ 2 ];
runDeathAnims [ "back" ][ "low_body_L" ] = [ 1 ];
runDeathAnims [ "back" ][ "low_body_R" ] = [ 4 ];
runDeathAnims [ "back" ][ "armor" ] = [ 0 ];
runDeathAnims [ "back" ][ "soft" ] = [ 0 ];
alienAnimData.deathAnims[ "run" ] = runDeathAnims;
//Jump, anim states are: jump_death_light, jump_death_heavy
jumpDeathAnims = [];
jumpDeathAnims [ "front" ][ "head" ] = [ 1 ];
jumpDeathAnims [ "front" ][ "up_chest" ] = [ 0 ];
jumpDeathAnims [ "front" ][ "low_chest" ] = [ 0 ];
jumpDeathAnims [ "front" ][ "up_body_L" ] = [ 2 ];
jumpDeathAnims [ "front" ][ "up_body_R" ] = [ 3 ];
jumpDeathAnims [ "front" ][ "low_body_L" ] = [ 4 ];
jumpDeathAnims [ "front" ][ "low_body_R" ] = [ 4 ];
jumpDeathAnims [ "front" ][ "armor" ] = [ 1 ];
jumpDeathAnims [ "front" ][ "soft" ] = [ 1 ];
jumpDeathAnims [ "right" ][ "head" ] = [ 7 ];
jumpDeathAnims [ "right" ][ "up_chest" ] = [ 7 ];
jumpDeathAnims [ "right" ][ "low_chest" ] = [ 8 ];
jumpDeathAnims [ "right" ][ "up_body_L" ] = [ 7 ];
jumpDeathAnims [ "right" ][ "up_body_R" ] = [ 7 ];
jumpDeathAnims [ "right" ][ "low_body_L" ] = [ 8 ];
jumpDeathAnims [ "right" ][ "low_body_R" ] = [ 8 ];
jumpDeathAnims [ "right" ][ "armor" ] = [ 1 ];
jumpDeathAnims [ "right" ][ "soft" ] = [ 1 ];
jumpDeathAnims [ "left" ][ "head" ] = [ 5 ];
jumpDeathAnims [ "left" ][ "up_chest" ] = [ 5 ];
jumpDeathAnims [ "left" ][ "low_chest" ] = [ 6 ];
jumpDeathAnims [ "left" ][ "up_body_L" ] = [ 5 ];
jumpDeathAnims [ "left" ][ "up_body_R" ] = [ 5 ];
jumpDeathAnims [ "left" ][ "low_body_L" ] = [ 6 ];
jumpDeathAnims [ "left" ][ "low_body_R" ] = [ 6 ];
jumpDeathAnims [ "left" ][ "armor" ] = [ 1 ];
jumpDeathAnims [ "left" ][ "soft" ] = [ 1 ];
jumpDeathAnims [ "back" ][ "head" ] = [ 9 ];
jumpDeathAnims [ "back" ][ "up_chest" ] = [ 9 ];
jumpDeathAnims [ "back" ][ "low_chest" ] = [ 10 ];
jumpDeathAnims [ "back" ][ "up_body_L" ] = [ 9 ];
jumpDeathAnims [ "back" ][ "up_body_R" ] = [ 9 ];
jumpDeathAnims [ "back" ][ "low_body_L" ] = [ 10 ];
jumpDeathAnims [ "back" ][ "low_body_R" ] = [ 10 ];
jumpDeathAnims [ "back" ][ "armor" ] = [ 1 ];
jumpDeathAnims [ "back" ][ "soft" ] = [ 1 ];
alienAnimData.deathAnims[ "jump" ] = jumpDeathAnims;
combinedHitLoc = [];
combinedHitLoc [ "head" ] = "head";
combinedHitLoc [ "neck" ] = "head";
combinedHitLoc [ "torso_upper" ] = "up_chest";
combinedHitLoc [ "none" ] = "up_chest";
combinedHitLoc [ "torso_lower" ] = "low_chest";
combinedHitLoc [ "left_arm_upper" ] = "up_body_L";
combinedHitLoc [ "left_arm_lower" ] = "up_body_L";
combinedHitLoc [ "left_hand" ] = "up_body_L";
combinedHitLoc [ "right_arm_upper" ] = "up_body_R";
combinedHitLoc [ "right_arm_lower" ] = "up_body_R";
combinedHitLoc [ "right_hand" ] = "up_body_R";
combinedHitLoc [ "left_leg_upper" ] = "low_body_L";
combinedHitLoc [ "left_leg_lower" ] = "low_body_L";
combinedHitLoc [ "left_foot" ] = "low_body_L";
combinedHitLoc [ "right_leg_upper" ] = "low_body_R";
combinedHitLoc [ "right_leg_lower" ] = "low_body_R";
combinedHitLoc [ "right_foot" ] = "low_body_R";
combinedHitLoc [ "armor" ] = "armor";
combinedHitLoc [ "soft" ] = "soft";
alienAnimData.deathAnims[ "hitLoc" ] = combinedHitLoc;
hitDirection = [];
hitDirection[ 0 ] = "back";
hitDirection[ 1 ] = "back";
hitDirection[ 2 ] = "right";
hitDirection[ 3 ] = "right";
hitDirection[ 4 ] = "front";
hitDirection[ 5 ] = "left";
hitDirection[ 6 ] = "left";
hitDirection[ 7 ] = "back";
hitDirection[ 8 ] = "back";
alienAnimData.deathAnims[ "hitDirection" ] = hitDirection;
//Special death
specialDeathAnims = [];
specialDeathAnims [ "electric_shock_death" ] = [ 0 ];
specialDeathAnims [ "traverse" ] = [ 1 ];
alienAnimData.deathAnims[ "special" ] = specialDeathAnims;
}
initMoveBackAnims()
{
level.alienAnimData.alienMoveBackAnimChance[ 0 ] = 40;
level.alienAnimData.alienMoveBackAnimChance[ 1 ] = 40;
level.alienAnimData.alienMoveBackAnimChance[ 2 ] = 20;
}
registerTraverseData( animState, animIndexArray, endInOriented, flexHeightEndAtTraverseEnd, traverseSound, traverseAnimScale )
{
assertEx( isDefined( animState));
traverseData = [];
traverseData [ "animState" ] = animState;
if ( isDefined ( animIndexArray ) )
traverseData [ "animIndexArray" ] = animIndexArray;
if ( isDefined ( endInOriented ) )
traverseData [ "endInOriented" ] = endInOriented;
if ( isDefined ( flexHeightEndAtTraverseEnd ) )
traverseData [ "flexHeightEndAtTraverseEnd" ] = flexHeightEndAtTraverseEnd;
if ( isDefined ( traverseSound ) )
traverseData [ "traverseSound" ] = traverseSound;
if ( isDefined ( traverseAnimScale ) )
traverseData [ "traverseAnimScale" ] = traverseAnimScale;
return traverseData;
}
turnTowardsEntity( entity )
{
targetVector = entity.origin - self.origin;
return turnTowardsVector( targetVector );
}
turnTowardsVector( targetVector )
{
turnIndex = getTurnInPlaceIndex( AnglesToForward( self.angles ), targetVector, AnglesToUp( self.angles ) );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
if ( turnIndex != 4 )
{
self.stateLocked = true;
if( self.oriented )
self ScrAgentSetAnimMode( "anim angle delta" );
else
self ScrAgentSetAnimMode( "anim deltas" );
animState = getTurnInPlaceAnimState();
self PlayAnimNUntilNotetrack( animState, turnIndex, "turn_in_place", "code_move" );
if ( !self maps\mp\alien\_utility::is_idle_state_locked() )
self.stateLocked = false;
return true;
}
return false;
}
getTurnInPlaceAnimState()
{
if ( IsDefined( level.dlc_alien_turn_in_place_anim_state_override_func ) )
{
animState = [[level.dlc_alien_turn_in_place_anim_state_override_func]]();
if ( IsDefined( animState ) )
return animState;
}
return "turn_in_place";
}
getTurnInPlaceIndex ( inVector, outVector, surfaceNormal )
{
turnAnim = undefined;
index = undefined;
projData = getProjectionData( inVector, outVector, surfaceNormal );
rotatedYaw = projData.rotatedYaw;
projInToOutRight = projData.projInToOutRight;
// favor underturning, unless you're within <threshold> degrees of the next one up.
threshold = 10;
if ( projInToOutRight > 0 ) //Entering from the right
{
index = int( ceil( ( 180 - rotatedYaw - threshold ) / 45 ) );
}
else //Entering from the left
{
index = int( floor( ( 180 + rotatedYaw + threshold ) / 45 ) );
}
index = int( clamp( index, 0, 8 )); //the threshold in getTurnInPlaceIndex might cause the index to be out of range
return index;
}
getProjectionData( inVector, outVector, surfaceNormal )
{
projectionData = SpawnStruct();
inVectorNoNormal = vectorNormalize( projectVectorToPlane( inVector, surfaceNormal));
outVectorNoNormal = vectorNormalize( projectVectorToPlane( outVector, surfaceNormal ));
outVectorRight = VectorCross ( outVectorNoNormal, surfaceNormal );
outVectorRightNoNormal = VectorNormalize ( projectVectorToPlane( outVectorRight, surfaceNormal ) );
projInToOutRight = VectorDot ( inVectorNoNormal * -1, outVectorRightNoNormal );
ratio = vectorDot( outVectorNoNormal, inVectorNoNormal );
// Need to make sure the value is within the domain of Acos
ratio = clamp( ratio, -1, 1 );
rotatedYaw = Acos ( ratio );
projectionData.rotatedYaw = rotatedYaw;
projectionData.projInToOutRight = projInToOutRight;
return projectionData;
}
projectVectorToPlane( vector, planeUp )
{
dotResult = VectorDot( vector, planeUp );
projVector = vector - ( planeUp * dotResult );
return projVector;
}
pain_getCombinedHitLoc( hitLoc )
{
return ( level.alienAnimData.painAnims[ "hitLoc" ][ hitLoc ] );
}
pain_getIncomingDirection( direction )
{
directionIndex = maps\mp\agents\_scriptedagents::GetAngleIndexFromSelfYaw( direction );
return ( level.alienAnimData.painAnims[ "hitDirection" ][ directionIndex ] );
}
death_getCombinedHitLoc( hitLoc )
{
return ( level.alienAnimData.deathAnims[ "hitLoc" ][ hitLoc ] );
}
death_getIncomingDirection( direction )
{
directionIndex = maps\mp\agents\_scriptedagents::GetAngleIndexFromSelfYaw( direction );
return ( level.alienAnimData.deathAnims[ "hitDirection" ][ directionIndex ] );
}
getPainAnimState( state, iDamage, is_stun )
{
secondaryState = getDamageDegree( iDamage, is_stun );
return ( state + "_" + secondaryState );
}
getDamageDegree( iDamage, is_stun )
{
alienType = self maps\mp\alien\_utility::get_alien_type();
damageThreshold = level.alien_types[ alienType ].attributes[ "heavy_damage_threshold" ];
if ( iDamage < damageThreshold && !is_stun )
return "light";
else
return "heavy";
}
getPainAnimIndex( state, damageDirection, hitLoc )
{
damageDirection = pain_getIncomingDirection( damageDirection * -1 );
if ( isDefined ( hitLoc ) )
hitLoc = pain_getCombinedHitLoc( hitLoc );
return getPainDeathAnimIndex_Internal( state, damageDirection, hitLoc, level.alienAnimData.painAnims );
}
GetImpactPainAnimIndex( jump_pain_index )
{
available_impact = level.alienAnimData.painAnims[ "idleToImpactMap" ][ jump_pain_index ];
random_impact_index = randomIntRange( 0, available_impact.size );
return available_impact [ random_impact_index ];
}
getDeathAnimState( state, iDamage )
{
secondaryState = getDamageDegree( iDamage, false );
return ( state + "_" + secondaryState );
}
getDeathAnimIndex( state, damageDirection, hitLoc )
{
damageDirection = death_getIncomingDirection( damageDirection * -1 );
hitLoc = death_getCombinedHitLoc( hitLoc );
return getPainDeathAnimIndex_Internal( state, damageDirection, hitLoc, level.alienAnimData.deathAnims );
}
getPainDeathAnimIndex_Internal( state, damageDirection, hitLoc, animArray )
{
if ( isDefined ( hitLoc ) )
availableIndexList = animArray[ state ][ damageDirection ][ hitLoc ];
else
availableIndexList = animArray[ state ][ damageDirection ];
return ( availableIndexList[ randomInt ( availableIndexList.size ) ] );
}
getSpecialDeathAnimIndex( state )
{
availableIndexList = level.alienAnimData.deathAnims[ "special" ][ state ];
return ( availableIndexList[ randomInt ( availableIndexList.size ) ] );
}
resetScriptable( scriptableName, endPos )
{
scriptable_obj = GetEnt( scriptableName, "targetname" );
AssertEx( isDefined( scriptable_obj ), "Unable to find a scriptable object with targetname: " + scriptableName + " at location " + endPos );
scriptable_obj SetScriptablePartState( 0, 0 );
}
playAnimOnScriptable( scriptableName, endPos, scriptableState )
{
scriptable_obj = GetEnt( scriptableName, "targetname" );
AssertEx( isDefined( scriptable_obj ), "Unable to find a scriptable object with targetname: " + scriptableName + " at location " + endPos );
if ( !isDefined( scriptableState ) )
scriptableState = 1;
scriptable_obj SetScriptablePartState( 0, scriptableState );
level notify( "scriptable",scriptableName );
}
getLerpTime( startAnim )
{
startAnimLength = GetAnimLength( startAnim );
return min( 0.2, startAnimLength );
}
getPosInSpaceAtAnimTime( anime, start_pos, start_angles, time )
{
animLength = GetAnimLength( anime );
animDelta = GetMoveDelta( anime, 0, time / animLength );
offsetFromStart = RotateVector( animDelta, start_angles );
return ( start_pos + offsetFromStart );
}
doLerp( lerp_target_pos, lerp_time )
{
self endon( "death" );
level endon( "game_ended" );
self ScrAgentDoAnimLerp( self.origin, lerp_target_pos, lerp_time );
wait lerp_time;
self ScrAgentSetAnimMode( "anim deltas" );
}

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@ -0,0 +1,649 @@
#include maps\mp\alien\_utility;
ALIEN_CHARGE_ATTACK_DISTANCE_MAX = 500;
ALIEN_CHARGE_ATTACK_DISTANCE_MIN = 350;
ALIEN_CHARGE_COOLDOWN_MSEC = 12000;
ALIEN_SLAM_MIN_DISTANCE = 175;
ALIEN_SLAM_RADIUS = 250;
ELITE_SWIPE_OFFSET_XY = 125; // how far in front of player we want to swipe (so the player can actually see it.)
ELITE_MAX_SWIPE_DAMAGE_DIST = 175;
ANGERED_DAMAGE_SCALAR = 1.25;
ELITE_ATTACK_START_SOUND = "";
CHARGE_HIT_SOUND = "";
CHARGE_ATTACK_START_SOUND = "";
ELITE_REGEN_START_SOUND = "";
elite_approach( enemy, attack_counter )
{
/# maps\mp\agents\alien\_alien_think::debug_alien_ai_state( "elite_approach" ); #/
/# maps\mp\agents\alien\_alien_think::debug_alien_attacker_state( "attacking" ); #/
// Run near enemy
if ( DistanceSquared( enemy.origin, self.origin ) > ALIEN_CHARGE_ATTACK_DISTANCE_MAX * ALIEN_CHARGE_ATTACK_DISTANCE_MAX )
self maps\mp\agents\alien\_alien_think::run_near_enemy( ALIEN_CHARGE_ATTACK_DISTANCE_MAX, enemy );
while ( true )
{
if ( can_do_charge_attack( enemy ) )
{
return "charge";
}
else if ( run_to_slam( enemy ) )
{
return "slam";
}
wait 0.05;
}
}
run_to_slam( enemy )
{
self thread monitor_charge_range( enemy );
self thread run_to_enemy( enemy );
msg = self common_scripts\utility::waittill_any_return( "run_to_slam_complete", "in_charge_range", "enemy", "bad_path" );
if ( !self AgentCanSeeSentient( enemy ) )
return false;
return ( msg == "run_to_slam_complete" );
}
run_to_enemy( enemy )
{
enemy endon( "death" );
self endon( "enemy" );
self endon( "bad_path" );
startTime = GetTime();
self maps\mp\agents\alien\_alien_think::run_near_enemy( ALIEN_SLAM_MIN_DISTANCE, enemy );
// need to make sure a frame passes before we send the notify
if ( startTime == GetTime() )
wait 0.05;
self notify( "run_to_slam_complete" );
}
monitor_charge_range( enemy )
{
self endon( "goal_reached" );
enemy endon( "death" );
self endon( "enemy" );
self endon( "bad_path" );
chargeRangeSquared = ALIEN_CHARGE_ATTACK_DISTANCE_MIN * ALIEN_CHARGE_ATTACK_DISTANCE_MIN;
wait 0.05;
while ( true )
{
if ( DistanceSquared( self.origin, enemy.origin ) >= chargeRangeSquared )
break;
wait 0.2;
}
self notify( "in_charge_range" );
}
can_do_charge_attack( enemy )
{
if ( gettime() < self.last_charge_time + ALIEN_CHARGE_COOLDOWN_MSEC )
return false;
if ( DistanceSquared( self.origin, enemy.origin ) < ALIEN_CHARGE_ATTACK_DISTANCE_MIN * ALIEN_CHARGE_ATTACK_DISTANCE_MIN )
return false;
if ( !maps\mp\agents\_scriptedagents::CanMovePointToPoint( self.origin, enemy.origin) )
return false;
return self maps\mp\alien\_utility::is_normal_upright( anglesToUp( self.angles ) );
}
ground_slam( enemy )
{
self.melee_type = "slam";
maps\mp\agents\alien\_alien_think::alien_melee( enemy );
}
ALIEN_ELITE_GROUND_SLAM_IMPULSE = 800;
do_ground_slam( enemy )
{
self endon( "death" );
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsEntity( enemy );
self ScrAgentSetOrientMode( "face enemy" );
self maps\mp\agents\alien\_alien_melee::try_preliminary_swipes( "swipe", enemy, ELITE_SWIPE_OFFSET_XY, ELITE_MAX_SWIPE_DAMAGE_DIST );
self maps\mp\agents\_scriptedagents::PlayAnimNUntilNotetrack( "attack_melee_swipe", 2, "attack_melee", "alien_slam_big" );
min_damage = level.alien_types[ self.alien_type ].attributes[ "slam_min_damage" ];
max_damage = level.alien_types[ self.alien_type ].attributes[ "slam_max_damage" ];
if ( IsDefined( self.elite_angered ) )
{
min_damage *= get_angered_damage_scalar();
max_damage *= get_angered_damage_scalar();
}
self area_damage_and_impulse( ALIEN_SLAM_RADIUS, min_damage, max_damage, ALIEN_ELITE_GROUND_SLAM_IMPULSE );
self maps\mp\agents\_scriptedagents::WaitUntilNotetrack( "attack_melee", "end" );
if ( !isDefined( self.elite_angered ) )
meleeSuccess = self maps\mp\agents\alien\_alien_melee::move_back( enemy, true );
self set_alien_emissive_default( 0.2 );
}
charge_attack( enemy )
{
/# maps\mp\agents\alien\_alien_think::debug_alien_ai_state( "charge_attack" ); #/
if ( enemy being_charged() )
{
wait 0.2;
return;
}
self.melee_type = "charge";
maps\mp\agents\alien\_alien_think::alien_melee( enemy );
enemy.being_charged = false;
}
angered( enemy )
{
/# maps\mp\agents\alien\_alien_think::debug_alien_ai_state( "health_regen" ); #/
self.melee_type = "angered";
maps\mp\agents\alien\_alien_think::alien_melee( enemy );
}
do_charge_attack( enemy )
{
self endon( "death" );
enemy.being_charged = true;
self.last_charge_time = gettime();
self set_alien_emissive( 0.2, 1.0 );
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsEntity( enemy );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetPhysicsMode( "gravity" );
self ScrAgentSetOrientMode( "face enemy" );
charge_start_index = get_charge_start_index();
self maps\mp\agents\_scriptedagents::PlayAnimNAtRateUntilNotetrack( "charge_attack_start", charge_start_index, 1.15, "charge_attack_start", "end", ::chargeStartNotetrackHandler );
if ( isAlive( enemy ) && can_see_enemy( enemy ) )
{
self thread track_enemy( enemy );
self SetAnimState( "charge_attack", charge_start_index, 1.0);
result = watch_charge_hit( enemy, charge_start_index );
self notify( "charge_complete" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
if ( !IsDefined( result ) ) // enemy died mid charge, play stop anim
result = "fail";
switch ( result )
{
case "success":
self maps\mp\agents\_scriptedagents::SafelyPlayAnimNAtRateUntilNotetrack( "charge_attack_bump", charge_start_index, 1.0, "charge_attack_bump", "end", ::chargeEndNotetrackHandler );
break;
case "fail":
self play_stop_anim( charge_start_index );
break;
default:
assertmsg( "Unknown charge hit result: " + result );
break;
}
self ScrAgentSetAnimMode( "code_move" );
}
self set_alien_emissive_default( 0.2 );
}
can_see_enemy( enemy )
{
return SightTracePassed( self getEye(), enemy getEye(), false, self );
}
track_enemy( enemy )
{
self endon( "death" );
self endon( "charge_complete" );
STOP_TRACKING_DISTANCE_SQ = 325 * 325;
self.charge_tracking_enemy = true;
while ( true )
{
if ( DistanceSquared( self.origin, enemy.origin ) < STOP_TRACKING_DISTANCE_SQ )
break;
wait 0.05;
}
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self.charge_tracking_enemy = false;
}
play_stop_anim( anim_index )
{
FORWARD_CLEARANCE = 120;
if ( hit_geo( FORWARD_CLEARANCE ) )
go_hit_geo();
else
self maps\mp\agents\_scriptedagents::SafelyPlayAnimNAtRateUntilNotetrack( "charge_attack_stop", anim_index, 1.0, "charge_attack_stop", "end", ::chargeEndNotetrackHandler );
}
go_hit_geo()
{
hit_geo_index = get_hit_geo_index();
hit_geo_anim = self GetAnimEntry( "charge_hit_geo", hit_geo_index );
notetrack_time = GetNotetrackTimes( hit_geo_anim, "forward_end" );
forward_delta = length( GetMoveDelta( hit_geo_anim, 0.0, notetrack_time[ 0 ] ) );
while ( true )
{
if ( hit_geo( forward_delta ) )
break;
common_scripts\utility::waitframe();
}
self maps\mp\agents\_scriptedagents::SafelyPlayAnimNAtRateUntilNotetrack( "charge_hit_geo", hit_geo_index, 1.0, "charge_hit_geo", "end", ::chargeEndNotetrackHandler );
}
watch_charge_hit( enemy, anim_index )
{
self endon( "death" );
enemy endon( "death" );
MIN_CHARGE_TIME = 3.0;
MAX_CHARGE_TIME = 6.0;
FRAME_TIME = 0.05;
chargeStopAnim = self GetAnimEntry( "charge_attack_stop", anim_index );
num_loops = int( randomFloatRange( MIN_CHARGE_TIME, MAX_CHARGE_TIME ) / FRAME_TIME );
animDistance = Length( GetMoveDelta( chargeStopAnim ) );
animLength = GetAnimLength( chargeStopAnim );
shortLookAheadDistance = (animDistance / animLength) * FRAME_TIME * 3;
for ( i = 0; i < num_loops; i++ )
{
if ( hit_player() )
return "success";
if ( self.charge_tracking_enemy )
lookAheadDistance = Distance( enemy.origin, self.origin);
else
lookAheadDistance = shortlookAheadDistance;
if ( hit_geo( lookAheadDistance ) )
return "fail";
if ( !self.charge_tracking_enemy && missed_enemy( enemy ) )
return "fail";
common_scripts\utility::waitframe();
}
return "fail"; //time out
}
ALIEN_ELITE_CHARGE_IMPULSE = 1200;
hit_player()
{
CHARGE_HIT_DIST = 140;
foreach( player in level.players )
{
if ( distanceSquared ( self.origin, player.origin ) < CHARGE_HIT_DIST * CHARGE_HIT_DIST
&& might_hit_enemy( player )
)
{
self maps\mp\agents\alien\_alien_melee::melee_DoDamage( player, "charge" );
player player_fly_back( ALIEN_ELITE_CHARGE_IMPULSE, vectorNormalize( player.origin - self.origin ));
return true;
}
}
return false;
}
hit_geo( lookAheadDistance )
{
OFFSET_HEIGHT = 18.0;
COS_30 = 0.866;
traceStart = self.origin + ( 0, 0, OFFSET_HEIGHT );
traceEnd = traceStart + AnglesToForward(self.angles ) * lookAheadDistance;
hitInfo = self AIPhysicsTrace( traceStart, traceEnd, self.radius, self.height - OFFSET_HEIGHT, true, true );
return hitInfo["fraction"] < 1.0 && hitInfo["normal"][2] < COS_30;
}
player_fly_back( impulse, direction )
{
MAX_SPEED = 600.0;
original_velocity = self GetVelocity();
impluse_velocity = direction * impulse;
final_velocity = ( original_velocity + impluse_velocity ) * ( 1, 1, 0 );
speed = Length( final_velocity );
if ( speed >= 400.0 )
{
final_velocity = VectorNormalize( final_velocity ) * 400.0;
}
self SetVelocity( final_velocity );
}
might_hit_enemy( enemy )
{
CONE_LIMIT = 0.866; //cos( 30 )
can_see_enemy = can_see_enemy( enemy );
self_to_enemy = vectorNormalize ( enemy.origin - self.origin );
self_forward = anglesToForward( self.angles);
enemy_in_front_cone = VectorDot( self_to_enemy, self_forward ) > CONE_LIMIT;
return ( can_see_enemy && enemy_in_front_cone );
}
missed_enemy( enemy )
{
pastEnemyDistance = -256;
can_see_enemy = can_see_enemy( enemy );
if ( !can_see_enemy )
return true;
self_to_enemy = enemy.origin - self.origin;
self_forward = anglesToForward( self.angles);
distancePast = VectorDot( self_to_enemy, self_forward );
if ( distancePast > 0 )
return false;
return distancePast < pastEnemyDistance;
}
being_charged()
{
return ( isDefined( self.being_charged ) && self.being_charged );
}
get_charge_start_index()
{
animWeights = [ 40 /*Entry 0: ex. alien_queen_charge_start*/,
30 /*Entry 1: ex. alien_queen_charge_start_v2*/,
30 /*Entry 2: ex. alien_queen_charge_start_v3*/
];
return get_weighted_index( "charge_attack_start", animWeights );
}
get_hit_geo_index()
{
animWeights = [ 15 /*alien_drone_run_bump_heavy*/,
25 /*alien_drone_run_bump_medium*/,
60 /*alien_drone_run_bump_light*/
];
return get_weighted_index( "charge_hit_geo", animWeights );
}
get_weighted_index( animState, animWeights )
{
nEntries = self GetAnimEntryCount( animState );
assert( animWeights.size == nEntries );
return maps\mp\alien\_utility::GetRandomIndex( animWeights );
}
load_queen_fx()
{
level._effect[ "queen_shield_impact" ] = Loadfx( "fx/impacts/large_metalhit_1" );
level._effect[ "queen_ground_spawn" ] = LoadFX( "vfx/gameplay/alien/vfx_alien_elite_ground_spawn" );
}
elite_init()
{
self.next_health_regen_time = getTime();
self.last_charge_time = gettime();
if ( !isPlayingSolo() )
{
self.elite_angered = true;
self.moveplaybackrate = 1.2;
}
}
activate_angered_state()
{
prepare_to_regenerate();
CONST_HEALTH_REGEN_TIME = 10.0; // in sec
CONST_HEALTH_REGEN_COOL_DOWN = 60000; // in ms
self.elite_angered = true; // Regen is now an "angered" state
self.moveplaybackrate = 1.2;
activate_health_regen_shield();
}
activate_health_regen()
{
level endon ( "game_ended" );
self endon ( "death" );
prepare_to_regenerate();
CONST_HEALTH_REGEN_TIME = 10.0; // in sec
CONST_HEALTH_REGEN_COOL_DOWN = 60000; // in ms
self.next_health_regen_time = getTime() + CONST_HEALTH_REGEN_COOL_DOWN;
thread play_health_regen_anim();
activate_health_regen_shield();
thread queen_health_regen( CONST_HEALTH_REGEN_TIME );
self common_scripts\utility::waittill_any_timeout( CONST_HEALTH_REGEN_TIME, "stop_queen_health_regen" );
disable_health_regen_shield();
}
ALIEN_ELITE_REGEN_IMPULSE_RADIUS = 200;
ALIEN_ELITE_REGEN_IMPULSE = 800;
prepare_to_regenerate()
{
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
maps\mp\agents\_scriptedagents::PlayAnimNAtRateUntilNotetrack( "prepare_to_regen", 0, 2.0, "prepare_to_regen", "end" );
// TODO: Play the FX off of a notetrack when we have the real prepare_to_regen anim
// maps\mp\agents\_scriptedagents::PlayAnimUntilNotetrack( "prepare_to_regen", "prepare_to_regen", "impulse", ::handle_pre_regen_notetracks );
// PlayFX( level._effect[ "queen_regen_AoE" ], self.origin, AnglesToForward( self.angles ), AnglesToUp( self.angles ) );
min_damage = level.alien_types[ self.alien_type ].attributes[ "explode_min_damage" ];
max_damage = level.alien_types[ self.alien_type ].attributes[ "explode_max_damage" ];
if ( IsDefined( self.elite_angered ) )
{
min_damage *= get_angered_damage_scalar();
max_damage *= get_angered_damage_scalar();
}
area_damage_and_impulse( ALIEN_ELITE_REGEN_IMPULSE_RADIUS, min_damage, max_damage, ALIEN_ELITE_REGEN_IMPULSE );
}
play_health_regen_anim()
{
level endon ( "game_ended" );
self endon ( "death" );
self endon ( "stop_queen_health_regen" );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
anim_state = "regen";
while ( true )
{
maps\mp\agents\_scriptedagents::PlayAnimUntilNotetrack( anim_state, anim_state, "end" );
}
}
queen_health_regen( CONST_HEALTH_REGEN_TIME )
{
level endon ( "game_ended" );
self endon ( "death" );
self endon ( "stop_queen_health_regen" );
CONST_HEALTH_REGEN_INTERVAL = 1.0; // in sec
num_of_regen = int ( CONST_HEALTH_REGEN_TIME / CONST_HEALTH_REGEN_INTERVAL );
total_health_to_regen = ( self.maxhealth - self.health ) / 2; // regen only to up the midpoint between current health and max health
health_each_regen = int ( total_health_to_regen / num_of_regen );
for ( i = 0; i < num_of_regen; i++ )
{
wait ( CONST_HEALTH_REGEN_INTERVAL );
self.health += health_each_regen;
}
}
activate_health_regen_shield()
{
/*self.shield_model = deploy_health_regen_shield();
self.shield_FX = PlayLoopedFX ( level._effect[ "queen_shield" ], 10.0, self.origin,0, AnglesToForward(self.angles), (0,0,1) );
self.shield_model thread clean_up_on_owner_death( self );
self.shield_FX thread clean_up_on_owner_death( self );*/
}
disable_health_regen_shield()
{
self SetScriptablePartState( "body", "normal" );
/*
self.shield_model delete();
self.shield_FX delete();*/
}
clean_up_on_owner_death( owner )
{
level endon ( "game_ended" );
self endon ( "death" );
owner endon ( "stop_queen_health_regen" );
owner waittill ( "death" );
self delete();
}
deploy_health_regen_shield()
{
shield = spawn ( "script_model", self.origin );
shield setModel ( "alien_shield_bubble_distortion" );
shield linkTo ( self, "tag_origin" );
shield setCanDamage ( true );
return shield;
}
//<TODO JC> Remove this as the impact effect will eventually be played from the character model's surface type
play_shield_impact_fx( vPoint, vDir )
{
if ( isDefined ( vDir ) )
forward_vector = vDir * -1;
else
forward_vector = anglesToForward( self.angles );
up_vector = anglesToUp ( vectorToAngles ( forward_vector ) );
PlayFX( level._effect[ "queen_shield_impact" ], vPoint, forward_vector, up_vector );
}
ALIEN_ELITE_EXPLOSIVE_RESISTANCE = 0.5;
eliteDamageProcessing( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
// Explosive resistance
switch ( sMeansOfDeath )
{
case "MOD_EXPLOSIVE":
case "MOD_GRENADE_SPLASH":
case "MOD_GRENADE":
case "MOD_PROJECTILE":
case "MOD_PROJECTILE_SPLASH":
iDamage *= ALIEN_ELITE_EXPLOSIVE_RESISTANCE;
default:
break;
}
return iDamage;
}
ALIEN_ELITE_JUMP_IMPULSE = 500;
on_jump_impact()
{
DAMAGE_RADIUS = 256;
MAX_DAMAGE = 30;
MIN_DAMAGE = 10;
alienUp = anglesToUp( self.angles );
if ( !maps\mp\alien\_utility::is_normal_upright( alienUp ) )
return;
area_damage_and_impulse( DAMAGE_RADIUS, MIN_DAMAGE, MAX_DAMAGE, ALIEN_ELITE_JUMP_IMPULSE );
}
area_damage_and_impulse( damage_radius, min_damage, max_damage, impulse )
{
RadiusDamage( self.origin, damage_radius, max_damage, min_damage, self, "MOD_EXPLOSIVE", "alienrhinoslam_mp" );
damage_radius_squared = damage_radius * damage_radius;
foreach ( player in level.players )
{
if ( DistanceSquared( self.origin, player.origin ) > damage_radius_squared )
continue;
pushDirection = VectorNormalize(player.origin - self.origin );
player player_fly_back( impulse, pushDirection );
}
}
get_angered_damage_scalar()
{
return ANGERED_DAMAGE_SCALAR;
}
chargeStartNotetrackHandler( note, animState, animIndex, animTime )
{
switch ( note )
{
case "queen_roll_start":
self playLoopSound( "queen_roll" );
break;
default:
break;
}
}
chargeEndNotetrackHandler( note, animState, animIndex, animTime )
{
switch ( note )
{
case "queen_roll_stop":
self stopLoopSound( "queen_roll" );
break;
default:
break;
}
}

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#include maps\mp\agents\_scriptedAgents;
#include common_scripts\utility;
MIN_IDLE_REPEAT_TIMES = 2;
MAX_POSTURE_REPEAT_TIMES = 2;
IDLE_POSTURE_VOICE = "alien_voice";
main()
{
self endon( "killanimscript" );
self init_alien_idle();
while ( true )
{
if ( IsDefined( self.attractor_flare ) )
{
play_attractor_idle();
}
else if ( IsDefined( self.enemy_downed ) && self.enemy_downed )
{
play_enemy_downed_idle();
if ( level.gameEnded )
self.enemy_downed = false; // Make sure play_enemy_downed_idle() is played only once when game ends
}
else
{
play_idle();
}
}
}
init_alien_idle()
{
self.idle_anim_counter = 0;
self.consecutive_posture_counter = 0;
if ( isDefined( self.xyanimscale ) )
self ScrAgentSetAnimScale( self.xyanimscale, 1.0 );
if ( IsDefined( self.idle_state_locked ) && self.idle_state_locked )
self.stateLocked = true;
}
end_script()
{
self.previousAnimState = "idle";
if ( IsDefined( self.idle_state_locked ) && self.idle_state_locked )
{
self.stateLocked = false;
self.idle_state_locked = false;
}
}
play_enemy_downed_idle()
{
self faceTarget();
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self maps\mp\agents\_scriptedagents::PlayAnimUntilNotetrack( "posture", "posture", "end" );
}
play_attractor_idle()
{
facingAngles = VectorToAngles( self.attractor_flare.origin - self.origin );
facingAngles = ( self.angles[0], facingAngles[1], self.angles[2] );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", facingAngles );
attactorIndex = GetRandomAnimEntry( "idle_flare" );
self maps\mp\agents\_scriptedagents::PlayAnimNUntilNotetrack( "idle_flare", attactorIndex, "idle_flare", "end" );
}
play_idle()
{
self faceTarget();
idleState = selectIdleAnimState();
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self PlayAnimNUntilNotetrack( idleState, undefined, idleState, "end" );
}
selectIdleAnimState()
{
if( isDefined( level.dlc_idle_anim_state_override_func ))
{
animState = self [[level.dlc_idle_anim_state_override_func]]( self.enemy );
if ( IsDefined( animState ) )
return animState;
}
if ( isAlive( self.enemy ) )
{
// Possibly posture
if ( cointoss() && self.consecutive_posture_counter < MAX_POSTURE_REPEAT_TIMES )
{
// <TODO J.C.> Need to move this into notetrack
//self PlaySound( IDLE_POSTURE_VOICE );
self.consecutive_posture_counter++;
return "idle_posture";
}
}
self.consecutive_posture_counter = 0;
if ( self.idle_anim_counter < MIN_IDLE_REPEAT_TIMES + RandomIntRange ( 0, 1 ) )
{
resultState = "idle_default";
self.idle_anim_counter += 1;
}
else
{
resultState = "idle";
self.idle_anim_counter = 0;
}
return resultState;
}
faceTarget()
{
faceTarget = undefined;
if ( IsAlive( self.enemy ) && DistanceSquared( self.enemy.origin, self.origin ) < 1600 * 1600 )
faceTarget = self.enemy;
else if ( IsDefined( self.owner ) )
faceTarget = self.owner;
if ( IsDefined( faceTarget ) )
{
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsEntity( faceTarget );
}
}
onDamage( eInflictor, eAttacker, iThatDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if ( IsDefined( level.dlc_can_do_pain_override_func ) )
{
painAllowed = [[level.dlc_can_do_pain_override_func]]( "idle" );
if ( !painAllowed )
return;
}
if ( maps\mp\alien\_utility::is_pain_available( eAttacker,sMeansOfDeath ) )
self DoPain( iDFlags, vDir, sHitLoc, iThatDamage, sMeansOfDeath );
}
DoPain( iDFlags, damageDirection, hitLocation, iDamage, sMeansOfDeath )
{
self endon( "killanimscript" );
is_stun = ( iDFlags & level.iDFLAGS_STUN );
if ( sMeansOfDeath == "MOD_MELEE" || is_stun )
{
animState = "pain_pushback";
animIndex = maps\mp\agents\alien\_alien_anim_utils::getPainAnimIndex( "push_back", damageDirection );
pain_notify = "pain_pushback";
}
else
{
baseAnimState = getBasePainAnimState();
animState = self maps\mp\agents\alien\_alien_anim_utils::getPainAnimState( baseAnimState, iDamage, is_stun );
animIndex = maps\mp\agents\alien\_alien_anim_utils::getPainAnimIndex( "idle", damageDirection, hitLocation );
pain_notify = "idle_pain";
}
anime = self GetAnimEntry( animState, animIndex );
self maps\mp\alien\_utility::always_play_pain_sound( anime );
self maps\mp\alien\_utility::register_pain( anime );
self.stateLocked = true;
if ( IsDefined( self.oriented ) && self.oriented )
{
self ScrAgentSetAnimMode( "code_move" );
}
else
{
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
}
self PlayAnimNUntilNotetrack( animState, animIndex, pain_notify );
if ( !isdefined(self.idle_state_locked) || !self.idle_state_locked )
self.stateLocked = false;
self SetAnimState( "idle" );
}
getBasePainAnimState()
{
if ( IsDefined( level.dlc_alien_pain_anim_state_override_func ) )
{
animState = [[level.dlc_alien_pain_anim_state_override_func]]( "idle" );
if ( IsDefined( animState ) )
return animState;
}
return "idle_pain";
}

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//
// _alien_jump.gsc
//
// Common jump functionality.
// Jump is called from multiple states. It does not correspond to any particular anim state.
//
#include maps\mp\agents\_scriptedAgents;
Jump( startPos, startAngles, endPos, endAngles, nextPos, jumpCBs, scriptableName )
{
maps\mp\agents\alien\_alien_anim_utils::turnTowardsVector( endPos - startPos );
oldTurnRate = self ScrAgentGetMaxTurnSpeed();
self thread JumpInternal( startPos, startAngles, endPos, endAngles, nextPos, jumpCBs, scriptableName );
self waittill( "jump_finished" );
self JumpCleanup( oldTurnRate, endAngles );
}
JumpCleanup( oldTurnRate, endAngles )
{
self ScrAgentSetAnimScale( 1.0, 1.0 );
self ScrAgentSetMaxTurnSpeed( oldTurnRate );
if ( self maps\mp\alien\_utility::is_normal_upright( AnglesToUp( endAngles ) ) )
{
self ScrAgentSetPhysicsMode( "gravity" );
self.oriented = false;
self.ignoreme = false;
}
else
{
self ScrAgentSetPhysicsMode( "noclip" );
self.oriented = true;
self.ignoreme = true;
}
}
JumpInternal( startPos, startAngles, endPos, endAngles, nextPos, jumpCBs, scriptableName )
{
self endon( "death" );
self endon ("killanimscript" );
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsVector( endPos - startPos );
if ( isDefined ( scriptableName ) )
maps\mp\agents\alien\_alien_anim_utils::resetScriptable( scriptableName, endPos );
self.trajectoryActive = false;
// figure out initial jump stuff
jumpAnimStates = SpawnStruct();
jumpInfo = self GetJumpInfo( startPos, startAngles, endPos, endAngles, nextPos );
self GetJumpAnimStates( jumpInfo, jumpAnimStates );
if ( IsDefined( jumpCBs ) && IsDefined( jumpCBs.fnSetAnimStates ) )
self [[ jumpCBs.fnSetAnimStates ]]( jumpInfo, jumpAnimStates );
anglesToEnd = GetJumpStartAngles( startPos, startAngles, endPos );
self ScrAgentSetPhysicsMode( "noclip" );
self ScrAgentSetOrientMode( "face angle abs", anglesToEnd );
t = 0;
beginAnim = self GetAnimEntry( jumpAnimStates.launchAnimState, jumpAnimStates.launchAnimEntry );
/////////////
// calculate the landing point such that the final position is at our goal
endAnim = self GetAnimEntry( jumpAnimStates.landAnimState, jumpAnimStates.landAnimEntry );
endFinish = GetNotetrackTimes( endAnim, "finish" );
if ( endFinish.size > 0 )
{
endAnimLength = endFinish[0] * GetAnimLength( endAnim );
}
else
{
endAnimLength = GetAnimLength( endAnim );
}
endAnimTime = endAnimLength / jumpAnimStates.playbackRate;
endLandMoveFrame = floor( endAnimTime * 20.0 );
endLandMoveTime = (endLandMoveFrame / 20.0) / endAnimTime;
endLand = GetNotetrackTimes( endAnim, "stop_teleport" );
if ( endLand.size > 0 )
{
endLandTime = endLand[0] * endAnimTime;
beginLandMoveFrame = ceil( endLandTime * 20.0 );
beginLandMoveTime = (beginLandMoveFrame / 20.0) / endAnimTime;
endLandMove = GetMoveDelta( endAnim, beginLandMoveTime, endLandMoveTime );
}
else
{
endLandTime = 0.8 * endAnimTime;
beginLandMoveFrame = ceil( endLandTime * 20.0 );
beginLandMoveTime = (beginLandMoveFrame / 20.0) / endAnimTime;
endLandMove = GetMoveDelta( endAnim, beginLandMoveTime, endLandMoveTime );
}
endAngles = GetJumpEndAngles( startPos, endPos, endAngles );
endLandMoveRot = RotateVector( endLandMove, endAngles );
endLandOrigin = endPos - endLandMoveRot;
/////////////
// jump begin
self ScrAgentSetAnimMode( "anim deltas" );
self PlaySoundOnMovingEnt( get_jump_SFX_alias() );
if ( AnimHasNotetrack( beginAnim, "start_teleport" ) )
{
self PlayAnimNAtRateUntilNotetrack(jumpAnimStates.launchAnimState,
jumpAnimStates.launchAnimEntry,
jumpAnimStates.playbackRate,
"jump_launch",
"start_teleport" );
}
else
{
self PlayAnimNAtRateForTime(jumpAnimStates.launchAnimState,
jumpAnimStates.launchAnimEntry,
jumpAnimStates.playabackRate,
0.5 * GetAnimLength( beginAnim ) / jumpAnimStates.playbackRate );
}
/////////////
// do the trajectory
startTime = gettime();
t = self ScrAgentDoTrajectory( self.origin, endLandOrigin, jumpInfo.jumpSpeed2D );
self.trajectoryActive = true;
/////////////
// Handle pain
self endon( "jump_pain_interrupt" );
self thread JumpPain( t, endPos );
self notify( "jump_launching" ); // for cloaker jump
/////////////
// orient the agent to the plane of the landing position
oldTurnRate = self ScrAgentGetMaxTurnSpeed();
self thread jumpOrient( jumpInfo, endAngles, oldTurnRate, t );
/////////////
// finish the launch animation
self WaitUntilNotetrack( "jump_launch", "end" );
beginTime = ( gettime() - startTime ) / 1000;
/////////////
// calculate the time to spend in the air
loopTime = t - beginTime - endLandTime;
/////////////
// jump loop
if ( loopTime > 0 )
{
self PlayAnimNAtRateForTime(jumpAnimStates.inAirAnimState,
jumpAnimStates.inAirAnimEntry,
jumpAnimStates.playbackRate,
loopTime );
}
/////////////
// jump land
// Allow a last minute animState change
if ( IsDefined( jumpCBs ) && IsDefined( jumpCBs.fnLandAnimStateChoice ) )
self [[ jumpCBs.fnLandAnimStateChoice ]]( jumpInfo, jumpAnimStates );
self SetAnimState( jumpAnimStates.landAnimState, jumpAnimStates.landAnimEntry, jumpAnimStates.playbackRate );
self waittill( "traverse_complete" );
self.trajectoryActive = false;
if ( isDefined ( scriptableName ) )
maps\mp\agents\alien\_alien_anim_utils::playAnimOnScriptable( scriptableName, endPos );
self ScrAgentSetAnimScale( 1.0, 0.0 );
self ScrAgentSetMaxTurnSpeed( 20.28318 ); // 2 pi
self ScrAgentSetAnimMode( "anim deltas" );
// make sure our rotation ends up at endAngles.
// this would be even better if it was accounting for rotating entirely to the
// direction of the next negotiation node
self ScrAgentSetOrientMode( "face angle abs", endAngles );
self thread waitForLandImpact( "jump_land" );
self WaitUntilNotetrack( "jump_land", "end" );
self ScrAgentSetAnimScale( 1.0, 1.0 );
/////////////
// yay!
//delta_from_goal = endPos - self.origin;
//iprintln( "Jump Delta: " + delta_from_goal );
self SetOrigin( endPos, false ); // Boo!
self notify( "jump_finished" );
}
waitForLandImpact( animName )
{
alienType = self maps\mp\alien\_utility::get_alien_type();
switch( alienType )
{
case "elite":
self WaitUntilNotetrack( animName, "jump_land_impact" );
maps\mp\agents\alien\_alien_elite::on_jump_impact();
break;
default:
break;
}
}
jumpOrient( jumpInfo, endAngles, oldTurnRate, timeInAir )
{
self endon( "death" );
UPRIGHT_VECTOR = ( 0, 0, 1 );
UPRIGHT_DOT = 0.85;
startUpright = maps\mp\alien\_utility::is_normal_upright( jumpInfo.startUpVector );
endUpright = maps\mp\alien\_utility::is_normal_upright( jumpInfo.endUpVector );
if ( startUpright && !endUpright )
{
start_orient_time = 0.5;
end_orient_time = 1.0;
}
else if ( !startUpright && endUpright )
{
start_orient_time = 0.0;
end_orient_time = 0.5;
}
else
{
start_orient_time = 0.0;
end_orient_time = 1.0;
}
total_orient_time = end_orient_time - start_orient_time;
if ( start_orient_time > 0 )
{
wait ( timeInAir * start_orient_time );
}
threshold = 1.0;
if ( DistanceSquared( self.angles, endAngles ) > threshold )
{
anglesDelta = AnglesDelta( self.angles, endAngles );
turnRate = anglesDelta / ( timeInAir * total_orient_time );
turnRate = turnRate * 3.1415926 / 180.0; // deg to rad
turnRate = turnRate / 20; // rads per frame
self ScrAgentSetMaxTurnSpeed( turnRate );
}
self ScrAgentSetOrientMode( "face angle abs", endAngles );
}
GetJumpInfo( startPos, startAngles, endPos, endAngles, nextPos )
{
jumpInfo = SpawnStruct();
startToEnd = endPos - startPos;
startToEnd2D = startToEnd * ( 1, 1, 0 );
startToEnd2D = VectorNormalize( startToEnd2D );
AssertEx( IsDefined( level.alienAnimData.jumpLaunchGroundDelta ), "Jump launch table has not been initialized" );
jumpInfo.launchOrigin = startPos + startToEnd2D * level.alienAnimData.jumpLaunchGroundDelta;
jumpInfo.landOrigin = endPos;
jumpInfo.jumpVector = jumpInfo.landOrigin - jumpInfo.launchOrigin;
jumpInfo.jumpVector2D = jumpInfo.jumpVector * ( 1, 1, 0 );
jumpInfo.jumpDistance2D = Length( jumpInfo.jumpVector2D );
AssertEx( jumpInfo.jumpDistance2D != 0, "Trying to jump vertically. This is not handled." );
jumpInfo.jumpDirection2D = jumpInfo.jumpVector2D / jumpInfo.jumpDistance2D;
if ( IsDefined( nextPos ) )
jumpInfo.landVector = nextPos - endPos;
else if ( IsDefined( self.enemy ) )
jumpInfo.landVector = self.enemy.origin - endPos;
else
jumpInfo.landVector = AnglesToForward( self.angles );
jumpInfo.startAngles = GetJumpAngles( jumpInfo.jumpVector, AnglesToUp( startAngles ) );
jumpInfo.endAngles = GetJumpAngles( jumpInfo.jumpVector, AnglesToUp( endAngles ) );
jumpInfo.startUpVector = AnglesToUp( jumpInfo.startAngles );
jumpInfo.endUpVector = AnglesToUp( jumpInfo.endAngles );
GetJumpVelocity( jumpInfo );
return jumpInfo;
}
GetJumpAngles( jumpVector, vUp )
{
forwardVector = maps\mp\agents\alien\_alien_anim_utils::ProjectVectorToPlane( jumpVector, vUp );
right = VectorCross( forwardVector, vUp );
angles = AxisToAngles( forwardVector, right, vUp );
return angles;
}
//GetLaunchAngle( speed, gravity, x, y )
//{
// // From: http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
// val = speed * speed * speed * speed - gravity * ( gravity * x * x + 2 * y * speed * speed );
// AssertEx ( val >= 0, "The given velocity is unable to reach the target. Increase the velocity." );
//
// //requiredAngleHigh = ATan( ( speed * speed + Sqrt( val ) ) / ( gravity * x ) );
// requiredAngleLow = ATan( ( speed * speed - Sqrt( val ) ) / ( gravity * x ) );
//
// return requiredAngleLow;
//}
//GetMinimumLaunchSpeed( gravity, x, y )
//{
// // From: http://en.wikipedia.org/wiki/Range_of_a_projectile
// // This code calculates the minimum speed required to reach a point by assuming
// // the point being reached is the maximum range of the projectile fired at the
// // desired velocity. The result is derived from the equation for the maximum
// // range of a projectile: Range = ( vel / g ) * sqrt( vel ^ 2 + 2 * g * height )
// a = 2 * gravity * y;
// b = gravity * gravity * x * x;
//
// result = Sqrt( (a + Sqrt( a * a + 4 * b ) ) / 2 );
//
// return result;
//}
GetJumpVelocity( jumpInfo )
{
x = jumpInfo.jumpDistance2D;
y = jumpInfo.jumpVector[ 2 ];
isWallJump = !maps\mp\alien\_utility::is_normal_upright( jumpInfo.endUpVector );
g = GetJumpGravity( isWallJump );
MIN_JUMP_SPEED_MULTIPLIER = 1.01;
minJumpSpeed = TrajectoryCalculateMinimumVelocity( jumpInfo.launchOrigin, jumpInfo.landOrigin, g );//GetMinimumLaunchSpeed( g, x, y );
jumpSpeedMultiplier = GetJumpSpeedMultiplier( isWallJump );
jumpSpeed = minJumpSpeed * MIN_JUMP_SPEED_MULTIPLIER * jumpSpeedMultiplier;
AssertEx( jumpSpeed != 0, "Trying to jump but the jump doesn't go anywhere." );
jumpAngle = TrajectoryCalculateExitAngle( jumpSpeed, g, x, y );//GetLaunchAngle( jumpSpeed, g, x, y );
jumpAngleCos = Cos( jumpAngle );
AssertEx( jumpAngleCos != 0, "Trying to jump vertically. This is not handled." );
jumpInfo.jumpTime = jumpInfo.jumpDistance2D / ( jumpSpeed * jumpAngleCos );
gravityVector = g * ( 0, 0, -1 );
jumpInfo.launchVelocity = TrajectoryCalculateInitialVelocity( jumpInfo.launchOrigin, jumpInfo.landOrigin, gravityVector, jumpInfo.jumpTime ); //(jumpInfo.jumpVector - 0.5 * gravityVector * jumpInfo.jumpTime * jumpInfo.jumpTime) / jumpInfo.jumpTime;
jumpInfo.launchVelocity2D = jumpInfo.launchVelocity * ( 1, 1, 0 );
jumpInfo.jumpSpeed2D = Length( jumpInfo.launchVelocity2D );
}
GetJumpSpeedMultiplier( is_wall_jump )
{
if ( IsDefined( self.melee_jumping ) && self.melee_jumping )
{
AssertEx( IsDefined( level.alien_jump_melee_speed, "Alien jump speed is not defined" ) );
return level.alien_jump_melee_speed;
}
else if ( is_wall_jump )
{
return GetDvarFloat( "agent_jumpWallSpeed" );
}
else
{
return GetDvarFloat( "agent_jumpSpeed" );
}
}
GetJumpGravity( is_wall_jump )
{
if ( IsDefined( self.melee_jumping ) && self.melee_jumping )
{
AssertEx( IsDefined( level.alien_jump_melee_gravity, "Alien jump gravity is not defined" ) );
return level.alien_jump_melee_gravity;
}
else if ( is_wall_jump )
{
return GetDvarFloat( "agent_jumpWallGravity" );
}
else
{
return GetDvarFloat( "agent_jumpGravity" );
}
}
GetJumpPlaybackRate( jumpInfo, animStates )
{
AssertEx( jumpInfo.jumpTime != 0);
launchAnim = self GetAnimEntry( animStates.launchAnimState, animStates.launchAnimEntry );
inAirAnim = self GetAnimEntry( animStates.inAirAnimState, animStates.inAirAnimEntry );
landAnim = self GetAnimEntry( animStates.landAnimState, animStates.landAnimEntry );
launchAnimLength = GetAnimLength( launchAnim );
launchAnimInAirTime = launchAnimLength * 0.5;
launchAnimTakeoff = GetNotetrackTimes( launchAnim, "start_teleport" );
if ( IsDefined( launchAnimTakeoff ) && launchAnimTakeoff.size > 0 )
launchAnimInAirTime = launchAnimLength - launchAnimTakeoff[0] * launchAnimLength;
Assert( launchAnimInAirTime < launchAnimLength );
landAnimLength = GetAnimLength( landAnim );
landAnimInAirTime = landAnimLength * 0.5;
landAnimArrive = GetNotetrackTimes( landAnim, "stop_teleport" );
if ( IsDefined( landAnimArrive ) && landAnimArrive.size > 0 )
landAnimInAirTime = landAnimArrive[0] * landAnimLength;
Assert( landAnimInAirTime < landAnimLength );
inAirAnimLength = GetAnimLength( inAirAnim );
Assert( inAirAnimLength > 0 );
// calculate how long the physics needs to run and round up to the nearest frame
// this ensures that the trajectory finishes before we move out of the trajectory
// anim mode
trajectoryFrameCount = ceil( jumpInfo.jumpTime * 20.0 );
trajectoryPhysicsTime = trajectoryFrameCount / 20.0;
// calculate the amount to scale all animations to achieve the required time in the air
trajectoryAnimTime = inAirAnimLength + launchAnimInAirTime + landAnimInAirTime;
trajectoryAnimScale = trajectoryAnimTime / trajectoryPhysicsTime;
// add a two frames of trim since the in air animation will play for a fixed time
// and that time may straddle a frame boundary on both ends
inAirAnimTime = inAirAnimLength / trajectoryAnimScale + 0.1;
inAirAnimScale = inAirAnimLength / inAirAnimTime;
return inAirAnimScale;
}
GetJumpAnimStates( jumpInfo, animStates )
{
animStates.launchAnimState = GetLaunchAnimState( jumpInfo );
animStates.launchAnimEntry = GetLaunchAnimEntry( jumpInfo, animStates.launchAnimState );
animStates.landAnimState = GetLandAnimState( jumpInfo );
animStates.landAnimEntry = GetLandAnimEntry( jumpInfo, animStates.landAnimState );
animStates.inAirAnimState = GetInAirAnimState( jumpInfo, animStates.launchAnimState, animStates.landAnimState );
animStates.inAirAnimEntry = GetInAirAnimEntry( jumpInfo, animStates.launchAnimState, animStates.landAnimState );
animStates.playbackRate = self GetJumpPlaybackRate( jumpInfo, animStates );
}
GetJumpStartAngles( startPos, startAngles, endPos )
{
startUp = AnglesToUp( startAngles );
startForward = VectorNormalize( endPos - startPos );
if ( VectorDot( startUp, startForward ) > 0.98 )
startForward = ( 0, 0, 1 );
startLeft = VectorCross( startUp, startForward );
startForward = VectorCross( startLeft, startUp );
return AxisToAngles( startForward, -1 * startLeft, startUp );
}
GetLaunchAnimState( jumpInfo )
{
LEVEL_DEGREE_RANGE = 20;
cosLimitForLevel = Cos( 90 - LEVEL_DEGREE_RANGE );
startToEnd = VectorNormalize( jumpInfo.jumpVector );
startToEndDotUp = VectorDot( startToEnd, jumpInfo.startUpVector );
if ( abs( startToEndDotUp ) <= cosLimitForLevel )
{
return "jump_launch_level";
}
else if ( startToEndDotUp > 0 )
{
return "jump_launch_up";
}
else if ( startToEndDotUp < 0 )
{
return "jump_launch_down";
}
}
GetLaunchAnimEntry( jumpInfo, launchAnimState )
{
launchDirection = VectorNormalize( jumpInfo.launchVelocity );
launchDirection = RotateVector( launchDirection, jumpInfo.startAngles );
AssertEx( IsDefined( level.alienAnimData.jumpLaunchDirection ), "Alien jump table has not been initialized" );
AssertEx( IsDefined( level.alienAnimData.jumpLaunchDirection[ launchAnimState ] ),
"Alien jump table has not been initialized for launch state " + launchAnimState );
launchEntryCount = self GetAnimEntryCount( launchAnimState );
AssertEx( launchEntryCount > 0, "Alien launch state " + launchAnimState + " as no animations." );
launchEntry = 0;
AssertEx( IsDefined( level.alienAnimData.jumpLaunchDirection[ launchAnimState ][ launchEntry ] ),
"Alien launch entry " + launchEntry + " for state " + launchAnimState + " has no direction." );
launchEntryDot = VectorDot( level.alienAnimData.jumpLaunchDirection[ launchAnimState ][ launchEntry ], launchDirection );
for ( nextLaunchEntry = 1; nextLaunchEntry < launchEntryCount; nextLaunchEntry++ )
{
AssertEx( IsDefined( level.alienAnimData.jumpLaunchDirection[ launchAnimState ][ nextLaunchEntry ] ),
"Alien launch entry " + nextLaunchEntry + " for state " + launchAnimState + " has no direction." );
nextLaunchEntryDot = VectorDot( level.alienAnimData.jumpLaunchDirection[ launchAnimState ][ nextLaunchEntry ], launchDirection );
if ( nextLaunchEntryDot > launchEntryDot )
{
launchEntry = nextLaunchEntry;
launchEntryDot = nextLaunchEntryDot;
}
}
return launchEntry;
}
GetInAirAnimState( jumpInfo, launchAnimState, landAnimState )
{
return "jump_in_air";
}
GetInAirAnimEntry( jumpInfo, launchAnimState, landAnimState )
{
AssertEx( IsDefined( level.alienAnimData.inAirAnimEntry ), "Alien in air table has not been initialized" );
AssertEx( IsDefined( level.alienAnimData.inAirAnimEntry[ launchAnimState ] ),
"Alien in air table has not been initialized for launch state " + launchAnimState );
AssertEx( IsDefined( level.alienAnimData.inAirAnimEntry[ launchAnimState ][ landAnimState ] ),
"Alien in air table has not been initialized for launch state " + launchAnimState + " and land anim state " + landAnimState );
return level.alienAnimData.inAirAnimEntry[ launchAnimState ][ landAnimState ];
}
GetJumpEndAngles( startPos, endPos, endAngles )
{
endUp = AnglesToUp( endAngles );
endForward = VectorNormalize( endPos - startPos );
if ( VectorDot( endUp, endForward ) > 0.98 )
endForward = ( 0, 0, 1 );
endLeft = VectorCross( endUp, endForward );
endForward = VectorCross( endLeft, endUp );
return AxisToAngles( endForward, -1 * endLeft, endUp );
}
GetLandAnimState( jumpInfo )
{
jumpVectorLength = length( jumpInfo.jumpVector );
PITCH_THRESHOLD = 0.342; // sin(20)
if ( !maps\mp\alien\_utility::is_normal_upright( jumpInfo.endUpVector ) )
{
WORLD_UP = ( 0, 0, 1 );
pitch = VectorDot( jumpInfo.jumpVector, WORLD_UP ) / jumpVectorLength;
if ( pitch > PITCH_THRESHOLD )
{
return "jump_land_sidewall_low";
}
else
{
return "jump_land_sidewall_high";
}
}
pitch = VectorDot( jumpInfo.jumpVector, jumpInfo.endUpVector ) / jumpVectorLength;
if ( pitch > PITCH_THRESHOLD )
{
return "jump_land_down";
}
else if ( pitch < ( PITCH_THRESHOLD * -1 ) )
{
return "jump_land_up";
}
else
{
return "jump_land_level";
}
}
GetLandAnimEntry( jumpInfo, landAnimState )
{
incomingVectorWithoutNormal = maps\mp\agents\alien\_alien_anim_utils::ProjectVectorToPlane( jumpInfo.jumpVector, jumpInfo.endUpVector );
outgoingVectorWithoutNormal = maps\mp\agents\alien\_alien_anim_utils::ProjectVectorToPlane( jumpInfo.landVector, jumpInfo.endUpVector );
thirdVector = incomingVectorWithoutNormal - outgoingVectorWithoutNormal;
outgoingRightVector = VectorCross( outgoingVectorWithoutNormal, jumpInfo.endUpVector );
outgoingRightVectorWithoutNormal = VectorNormalize( maps\mp\agents\alien\_alien_anim_utils::ProjectVectorToPlane( outgoingRightVector, jumpInfo.endUpVector ) ) * 100;
projectionIncomingToOutgoingRight = VectorDot ( incomingVectorWithoutNormal * -1, outgoingRightVectorWithoutNormal );
//Law of cosine
a = Length( incomingVectorWithoutNormal );
b = Length( outgoingVectorWithoutNormal );
c = Length( thirdVector );
MIN_LENGTH = 0.001;
// Edge case: Return forward;
if ( a < MIN_LENGTH || b < MIN_LENGTH )
{
return 1;
}
ratio = ( a * a + b * b - c * c ) / ( 2 * a * b );
if ( ratio <= -1 )
{
return 6;
}
else if ( ratio >= 1 )
{
return 1;
}
else
{
rotatedYaw = Acos( ratio );
if ( projectionIncomingToOutgoingRight > 0 ) //Entering from the right
{
if ( 0 <= rotatedYaw && rotatedYaw < 22.5 )
{
return 1;
}
else if ( 22.5 <= rotatedYaw && rotatedYaw < 67.5 )
{
return 2;
}
else if ( 67.5 <= rotatedYaw && rotatedYaw < 112.5 )
{
return 4;
}
else if ( 112.5 <= rotatedYaw && rotatedYaw < 157.5 )
{
return 7;
}
else
{
return 6;
}
}
else //Entering from the left
{
if ( 0 <= rotatedYaw && rotatedYaw < 22.5 )
{
return 1;
}
else if ( 22.5 <= rotatedYaw && rotatedYaw < 67.5 )
{
return 0;
}
else if ( 67.5 <= rotatedYaw && rotatedYaw < 112.5 )
{
return 3;
}
else if ( 112.5 <= rotatedYaw && rotatedYaw < 157.5 )
{
return 5;
}
else
{
return 6;
}
}
}
}
JumpPain( duration, endPos )
{
self endon( "death" );
self endon( "killanimscript" );
self endon( "jump_finished" );
start_time = gettime();
duration_msec = duration*1000;
self waittill( "jump_pain", damageDirection, hitLocation, iDamage, stun );
// Make sure we're still jumping
if ( !self.trajectoryActive )
{
return; // Too late!
}
// Stop normal jump animations and play the pain
self notify( "jump_pain_interrupt" );
jump_pain_state = self maps\mp\agents\alien\_alien_anim_utils::getPainAnimState( "jump_pain", iDamage, stun );
jump_pain_index = self maps\mp\agents\alien\_alien_anim_utils::getPainAnimIndex( "jump", damageDirection, hitLocation );
damage_degree = self maps\mp\agents\alien\_alien_anim_utils::getDamageDegree( iDamage, stun );
jump_end_time_sec = start_time * 0.001 + duration;
PlayInAirJumpPainAnims( jump_pain_state, jump_pain_index, jump_end_time_sec, damage_degree );
self ScrAgentSetAnimScale( 1.0, 0.0 );
self ScrAgentSetAnimMode( "anim deltas" );
// this would be even better if it was accounting for rotating entirely to the
// direction of the next negotiation node
self ScrAgentSetOrientMode( "face angle abs", self.angles );
impact_pain_anim = self GetImpactPainAnimState( damage_degree );
impact_pain_index = self maps\mp\agents\alien\_alien_anim_utils::GetImpactPainAnimIndex( jump_pain_index );
self SetAnimState( impact_pain_anim, impact_pain_index, 1.0 );
self WaitUntilNotetrack( impact_pain_anim, "code_move" );
self notify ( "jump_finished" );
}
PlayInAirJumpPainAnims( jump_pain_state, jump_pain_entry, jump_end_time_sec, damage_degree )
{
self endon( "death" );
self endon( "killanimscript" );
self endon( "jump_finished" );
self SetAnimState( jump_pain_state, jump_pain_entry, 1.0 );
msg = self common_scripts\utility::waittill_any_return( "jump_pain", "traverse_complete" );
if ( msg == "traverse_complete" )
return;
idle_time_remaining = jump_end_time_sec - GetTime() * 0.001;
if ( idle_time_remaining > 0 )
{
MAX_RATE_SCALE = 2.0;
jump_pain_idle_state = self GetJumpPainIdleAnimState( damage_degree );
jump_pain_idle_anim = self GetAnimEntry( jump_pain_idle_state, jump_pain_entry );
jump_pain_idle_anim_length = GetAnimLength( jump_pain_idle_anim );
jump_pain_idle_rate = Min( MAX_RATE_SCALE, jump_pain_idle_anim_length / idle_time_remaining );
self SetAnimState( jump_pain_idle_state, jump_pain_entry, jump_pain_idle_rate );
}
self waittill( "traverse_complete" );
}
GetJumpPainIdleAnimState( damage_degree )
{
return ( "jump_pain_idle_" + damage_degree );
}
GetImpactPainAnimState( damage_degree )
{
return ( "jump_impact_pain_" + damage_degree );
}
get_jump_SFX_alias()
{
switch( maps\mp\alien\_utility::get_alien_type() )
{
case "elite":
return "null"; // "No sound is better than the wrong sound" - Tim S.
case "spitter":
return "spitter_jump";
case "seeder":
return "seed_jump";
case "gargoyle":
return "gg_jump";
default:
return "alien_jump";
}
}

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// _alien_leper
#include maps\mp\alien\_utility;
LEPER_NODE_WAIT = 5.0;
LEPER_SPAWN_DURATION = 35000; // Lifetime
LEPER_MIN_SAFE_PLAYER_DIST_SQR = 1048576; // A player entering this distance triggers searching for a new node
LEPER_DAMAGE_MOVE_DELAY = 1.5; // Waits this time after being damaged before choosing a new node
leper_init()
{
self.leperDespawnTime = getTime() + LEPER_SPAWN_DURATION;
self thread handle_favorite_enemy();
}
leper_combat( enemy )
{
self endon( "death" );
enemy endon( "death" );
self leper_retreat( enemy );
}
leper_retreat( enemy )
{
while ( 1 )
{
self leper_approach( enemy );
self leper_wait_at_node( enemy );
}
}
leper_challenge_despawn( despawn_time )
{
self endon( "leper_despawn" );
self endon( "death" );
wait despawn_time;
self leper_despawn();
}
handle_favorite_enemy()
{
self endon( "death" );
// Our favorite enemy should always be the closest player
while ( 1 )
{
self.favoriteenemy = self get_closest_living_player();
wait 5;
}
}
leper_despawn()
{
self endon( "death" );
self.health = 30000;
self.maxhealth = 30000;
self ScrAgentSetGoalPos( self.origin );
self ScrAgentSetGoalRadius( 2048 );
PlayFXOnTag( level._effect[ "alien_teleport" ], self, "tag_origin" );
wait 1.0;
self Suicide();
}
leper_approach( enemy )
{
retreat_node = self get_leper_retreat_node( enemy );
if ( !isDefined( retreat_node ))
{
wait 1;
return;
}
self ScrAgentSetGoalNode( retreat_node );
self ScrAgentSetGoalRadius( 64 );
self waittill( "goal_reached" );
}
leave_node_on_distance_breach( enemy )
{
enemy endon( "death" );
self endon( "death" );
self endon( "enemy" );
self endon( "alien_main_loop_restart" );
self endon( "leave_node ");
while ( 1 )
{
if ( DistanceSquared( enemy.origin, self.origin ) < LEPER_MIN_SAFE_PLAYER_DIST_SQR )
{
// go away
self notify( "leave_node" );
}
wait 1;
}
}
leave_node_on_attacked( enemy )
{
enemy endon( "death" );
self endon( "death" );
self endon( "enemy" );
self endon( "alien_main_loop_restart" );
self endon( "leave_node ");
self waittill( "damage" );
wait LEPER_DAMAGE_MOVE_DELAY;
self notify( "leave_node" );
}
leper_wait_at_node( enemy )
{
self endon( "leave_node" );
self thread leave_node_on_attacked( enemy );
self thread leave_node_on_distance_breach( enemy );
wait LEPER_NODE_WAIT;
}
get_leper_retreat_node( enemy )
{
retreat_nodes = get_named_retreat_nodes();
if ( !isDefined( retreat_nodes ) )
retreat_nodes = get_possible_retreat_nodes();
filters = [];
filters[ "direction" ] = "override";
filters[ "direction_override" ] = get_direction_away_from_players();
filters[ "direction_weight" ] = 2.0;
filters[ "min_height" ] = 64.0;
filters[ "max_height" ] = 500.0;
filters[ "height_weight" ] = 2.0;
filters[ "enemy_los" ] = false;
filters[ "enemy_los_weight" ] = 2.0;
filters[ "min_dist_from_enemy" ] = 500.0;
filters[ "max_dist_from_enemy" ] = 2048.0;
filters[ "desired_dist_from_enemy" ] = 1500.0;
filters[ "dist_from_enemy_weight" ] = 3.0;
filters[ "min_dist_from_all_enemies" ] = 800.0;
filters[ "min_dist_from_all_enemies_weight" ] = 5.0;
filters[ "not_recently_used_weight" ] = 4.0;
filters[ "random_weight" ] = 1.5;
result = maps\mp\agents\alien\_alien_think::get_retreat_node_rated( enemy, filters, retreat_nodes );
return result;
}
get_possible_retreat_nodes()
{
jump_nodes = GetNodesInRadius( self.origin, 1024, 400, 500, "jump" );
return jump_nodes;
}
get_direction_away_from_players()
{
if ( level.players.size == 0)
return self.origin + AnglesToForward( self.angles ) * 100;
centralLocation = ( 0, 0, 0 );
foreach ( player in level.players )
centralLocation += player.origin;
centralLocation = centralLocation / level.players.size;
return self.origin - centralLocation;
}
// Lepers don't attack!
leper_attack()
{
return;
}
get_named_retreat_nodes()
{
current_area = get_current_area_name();
possible_nodes = getnodearray( current_area + "_leper_location","targetname" );
if ( isDefined( possible_nodes ) && possible_nodes.size > 0 )
return possible_nodes;
return undefined;
}

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#include maps\mp\agents\alien\_alien_think;
#include maps\mp\alien\_utility;
#include common_scripts\utility;
ALIEN_MINION_EXPLODE_DISTANCE = 80;
ALIEN_MINION_EXPLODE_RADIUS = 200;
EXPLODE_ATTACK_START_SOUND = "alien_minion_attack";
ALIEN_MINION_CHARGE_SOUND = "alien_minion_alert";
ALIEN_MINION_CHATTER_SOUND = "alien_minion_idle";
CHATTER_MIN_INTERVAL = 8.0;
CHATTER_MAX_INTERVAL = 15.0;
minion_init()
{
self thread minion_chatter_monitor();
}
minion_chatter_monitor()
{
self endon( "death" );
while( true )
{
chatterInterval = RandomFloatRange( CHATTER_MIN_INTERVAL, CHATTER_MAX_INTERVAL );
wait chatterInterval;
self PlaySoundOnMovingEnt( ALIEN_MINION_CHATTER_SOUND );
}
}
minion_approach( enemy, attack_counter )
{
/# debug_alien_ai_state( "default_approach" ); #/
/# debug_alien_attacker_state( "attacking" ); #/
self.attacking_player = true;
self.bypass_max_attacker_counter = false;
swipe_chance = 0.0; //self.swipeChance;
should_swipe = ( RandomFloat( 1.0 ) < swipe_chance );
if ( should_swipe )
{
return go_for_swipe( enemy );
}
self PlaySoundOnMovingEnt( ALIEN_MINION_CHARGE_SOUND );
approach_node = approach_enemy( ALIEN_MINION_EXPLODE_DISTANCE, enemy, 3 );
return "explode";
}
explode_attack( enemy )
{
/# debug_alien_ai_state( "swipe_melee" ); #/
self.melee_type = "explode";
alien_melee( enemy );
}
explode( enemy )
{
self set_alien_emissive( 0.2, 1.0 );
self PlaySoundOnMovingEnt( EXPLODE_ATTACK_START_SOUND );
playFxOnTag( level._effect[ "alien_minion_preexplode" ], self, "tag_origin" );
self ScrAgentSetAnimMode( "anim deltas" );
anim_rate = 1.25;
self SetAnimState( "minion_explode", 0, anim_rate );
wait GetAnimLength( self GetAnimEntry( "minion_explode", 0 ) ) * ( 1 / anim_rate );
self Suicide();
}
load_minion_fx()
{
level._effect[ "alien_minion_explode" ] = Loadfx( "vfx/gameplay/alien/vfx_alien_minion_explode" );
level._effect[ "alien_minion_preexplode" ] = loadfx( "vfx/gameplay/alien/vfx_alien_minion_preexplosion");
}
minion_explode_on_death( loc )
{
waitframe(); //<NOTE J.C.> Prevent script stack overflow
PlayFx( level._effect[ "alien_minion_explode" ], loc + (0,0,32) );
PlaySoundAtPos( loc, "alien_minion_explode" );
RadiusDamage( loc, ALIEN_MINION_EXPLODE_RADIUS, level.alien_types[ "minion" ].attributes[ "explode_max_damage" ], level.alien_types[ "minion" ].attributes[ "explode_min_damage" ],undefined,"MOD_EXPLOSIVE","alien_minion_explosion" );
}

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#include common_scripts\utility;
#include maps\mp\agents\_scriptedAgents;
#include maps\mp\_utility;
ALLOW_SLIDE_DIST_SQR = 20.0 * 20.0;
DODGE_CHANCE_ENEMY_FACING_TOLERANCE = 0.985; // cos 10, how closely our enemy has to be looking at us
DODGE_CHANCE_ALIEN_FACING_TOLERANCE = 0.766; // cos 40, how closely we have to be facing our enemy
DODGE_CHANCE_LOOK_AT_TIME_MIN = 1000; // Time our enemy has to look at us before dodging
DODGE_CHANCE_LOOK_AT_TIME_MAX = 2000;
DODGE_CHANCE_MAX_DISTANCE_SQ = 640000.0; // 800.0 * 800.0
MIN_DODGE_DIST_SQUARED = 65536.0; // 256 * 256
main()
{
self endon( "killanimscript" );
self EnterMove();
self StartMove();
self ContinueMovement();
}
EnterMove()
{
self.bLockGoalPos = false;
self.playing_pain_animation = false;
self ScrAgentSetPhysicsMode( "gravity" );
self ScrAgentSetAnimMode( "code_move" );
}
StartMove()
{
if ( canDoStartMove())
{
switch( getStartMoveType() )
{
case "run-start":
self doRunStart();
break;
case "walk-start":
self doWalkStart();
break;
case "leap-to-run":
self doLeapToRunStart();
break;
default:
break;
}
}
}
end_script()
{
self.bLockGoalPos = false;
self.playing_pain_animation = false;
self CancelAllBut( undefined );
self ScrAgentSetAnimScale( 1, 1 );
self.previousAnimState = "move";
}
SetupMovement()
{
self.enableStop = true;
self thread WaitForMovemodeChange();
self thread WaitForJumpSoon();
self thread WaitForSharpTurn();
self thread WaitForStop();
self thread WaitForStuck();
if ( self canDodge() )
{
self thread WaitForNearMiss();
self thread WaitForDodgeChance();
}
}
ContinueMovement()
{
self SetupMovement();
// Oriented agents should maintain their orientation
if( self.oriented )
{
forward = self GetLookaheadDir();
up = AnglesToUp( self.angles );
left = VectorCross( up, forward );
forward = VectorCross( left, up );
right = (0,0,0) - left;
anglesToFace = AxisToAngles( forward, right, up );
self ScrAgentSetOrientMode( "face angle abs", anglesToFace );
self ScrAgentSetAnimMode( "code_move_slide" );
}
else
{
self ScrAgentSetOrientMode( "face motion" );
self ScrAgentSetAnimMode( "code_move" );
}
self ScrAgentSetAnimScale( self.xyanimscale, 1.0 );
self SetMoveAnim( self.moveMode );
}
WaitForMovemodeChange()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_runwalk" );
curMovement = self.moveMode;
while ( true )
{
if ( curMovement != self.moveMode )
{
self SetMoveAnim( self.moveMode );
curMovement = self.moveMode;
}
wait( 0.1 );
}
}
WaitForSharpTurn()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_sharpturn" );
self waittill( "path_dir_change", newDir );
angleIndex = GetAngleIndexFromSelfYaw( newDir );
if ( angleIndex == 4 ) // 4 means this turn wasn't sharp enough for me to care. (angle ~= 0)
{
self thread WaitForSharpTurn();
return;
}
shouldMoveStraightAhead = !( self should_do_sharp_turn() );
if ( shouldMoveStraightAhead )
angleIndex = 0;
//Try run-turn
animState = "run_turn";
turnAnim = self GetAnimEntry( animState, angleIndex );
canDoTurn = shouldMoveStraightAhead || CanDoTurnAnim( turnAnim );
if ( !canDoTurn )
{
self thread WaitForSharpTurn();
return;
}
self CancelAllBut( "sharpturn" );
self.bLockGoalPos = true;
self.enableStop = false;
if ( shouldMoveStraightAhead )
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsVector( self GetLookaheadDir() );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self PlayAnimNAtRateUntilNotetrack( animState, angleIndex, self.moveplaybackrate, animState, "code_move" );
self ScrAgentSetOrientMode( "face motion" );
self.bLockGoalPos = false;
self ContinueMovement();
}
WaitForStop()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_stop" );
self waittill( "stop_soon" );
if ( !self shouldDoStopAnim() || self.movemode == "walk" )
{
self thread WaitForStop();
return;
}
goalPos = self GetPathGoalPos();
//assert( IsDefined( goalPos ) );
if ( !isDefined( goalPos ) )
{
self thread WaitForStop();
return;
}
meToStop = goalPos - self.origin;
finalFaceDir = getStopEndFaceDir( goalPos );
animState = getStopAnimState();
if ( self should_move_straight_ahead() )
{
animIndex = 0;
}
else
{
animIndex = getStopAnimIndex( animState, finalFaceDir );
}
stopAnim = self GetAnimEntry( animState, animIndex );
stopDelta = GetMoveDelta( stopAnim );
stopAngleDelta = GetAngleDelta( stopAnim );
// not enough room left to play the animation. abort. (i'm willing to squish/scale the anim up to 48 units.)
if ( Length( meToStop ) + 48 < Length( stopDelta ) )
{
self thread WaitForStop();
return;
}
stopData = self GetStopData( goalPos );
stopStartPos = self CalcAnimStartPos( stopData.pos, stopData.angles[1], stopDelta, stopAngleDelta );
stopStartPosDropped = self DropPosToGround( stopStartPos );
if ( !IsDefined( stopStartPosDropped ) )
{
self thread WaitForStop();
return;
}
if ( !self CanMovePointToPoint( stopData.pos, stopStartPosDropped ) )
{
self thread WaitForStop();
return;
}
self CancelAllBut( "stop", "sharpturn" );
self thread WaitForPathSet( "alienmove_endwait_pathsetwhilestopping", "alienmove_endwait_stop" );
// scale the anim if necessary, to make sure we end up where we wanted to end up.
scaleFactors = GetAnimScaleFactors( goalPos - self.origin, stopDelta );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", VectorToAngles( meToStop ) );
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self PlayAnimNUntilNotetrack( animState, animIndex, animState, "end" );
self ScrAgentSetAnimScale( 1.0, 1.0 );
if ( self should_move_straight_ahead() )
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsVector( self GetLookaheadDir() );
// Make sure we made it
goalPos = self GetPathGoalPos();
if ( DistanceSquared( self.origin, goalPos ) < ALLOW_SLIDE_DIST_SQR )
{
// Success
self ScrAgentSetAnimMode( "code_move_slide" );
self SetAnimState( "idle" ); // if all went well, idle state should kick in without this. if all didn't... cover it up.
return;
}
else
{
// Failure - return to move
StartMove();
ContinueMovement();
}
}
getStopEndFaceDir( goalPos )
{
if ( isDefined ( self.enemy ) )
return ( self.enemy.origin - goalPos );
return ( goalPos - self.origin );
}
getStopAnimState()
{
switch( self.movemode )
{
case "run":
case "jog":
return "run_stop";
case "walk":
return "walk_stop";
default:
AssertMsg( "Trying to get stop animState for unknown movemode: " + self.movemode );
}
}
getStopAnimIndex( animState, meToStop )
{
switch( animState )
{
case "walk_stop":
return 0;
case "run_stop":
return GetAngleIndexFromSelfYaw( meToStop );
}
}
WaitForPathSet( endOnNotify, killParentNotify )
{
self endon( "killanimscript" );
self endon( endOnNotify );
oldGoalPos = self ScrAgentGetGoalPos();
self waittill( "path_set" );
newGoalPos = self ScrAgentGetGoalPos();
if ( DistanceSquared( oldGoalPos, newGoalPos ) < 1 )
{
self thread WaitForPathSet( endOnNotify, killParentNotify );
return;
}
self notify( killParentNotify );
self ContinueMovement();
}
WaitForJumpSoon()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_jumpsoon" );
self waittill( "traverse_soon" );
self CancelAllBut( "jumpsoon" );
startNode = self GetNegotiationStartNode();
endNode = self GetNegotiationEndNode();
// Check if alien should do the run-to-leap animations
targetVector = endNode.origin - startNode.origin;
angleIndex = GetAngleIndexFromSelfYaw( endNode.origin - startNode.origin );
if ( !shouldDoLeapArrivalAnim( startNode, angleIndex ) )
{
self ContinueMovement();
return;
}
// Check if alien can move from anim start position to the start node
arrivalAnimState = "jump_launch_arrival";
arrivalAnim = self GetAnimEntry( arrivalAnimState, angleIndex );
moveDelta = GetMoveDelta( arrivalAnim );
angleYawDelta = GetAngleDelta( arrivalAnim );
if ( !self CanMovePointToPoint( self.origin, startNode.origin ) && !self.oriented )
{
self ContinueMovement();
return;
}
self thread WaitForPathSet( "alienmove_endwait_pathsetwhilejumping", "alienmove_endwait_jumpsoon" );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
scaleFactors = GetAnimScaleFactors( startNode.origin - self.origin, moveDelta );
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self PlayAnimNAtRateUntilNotetrack( arrivalAnimState, angleIndex, self.moveplaybackrate, "jump_launch_arrival", "anim_will_finish" );
forward = targetVector;
up = AnglesToUp( self.angles );
left = VectorCross( up, forward );
forward = VectorCross( left, up );
right = (0,0,0) - left;
anglesToFace = AxisToAngles( forward, right, up );
self ScrAgentSetOrientMode( "face angle abs", anglesToFace );
self ScrAgentSetAnimScale( 1.0, 1.0 );
startNode = self GetNegotiationStartNode();
if ( isDefined( startNode ) && distanceSquared( self.origin, startNode.origin ) < ALLOW_SLIDE_DIST_SQR || self.oriented )
self ScrAgentSetAnimMode( "code_move_slide" ); // hope that we enter the traverse state at some point...
else
self ContinueMovement();
}
SetMoveAnim( moveMode )
{
if ( moveMode == "run" )
{
nEntries = self GetAnimEntryCount( "run" );
animWeights = [ /*01*/ 20, /*03*/ 80 ];
assert( animWeights.size == nEntries );
randIndex = maps\mp\alien\_utility::GetRandomIndex( animWeights );
assert( randIndex < nEntries );
self SetAnimState( "run", randIndex, self.moveplaybackrate );
}
else if ( moveMode == "jog" )
{
self SetAnimState( "jog", undefined, self.moveplaybackrate );
}
else if ( moveMode == "walk" )
{
self SetAnimState( "walk", undefined, self.moveplaybackrate );
}
else
{
assertmsg( "unimplemented move mode " + moveMode );
}
}
CancelAllBut( doNotCancel, doNotCancel2 )
{
cleanups = [ "runwalk", "sharpturn", "stop", "pathsetwhilestopping", "jumpsoon", "pathsetwhilejumping", "pathset", "nearmiss", "dodgechance", "stuck" ];
bCheckDoNotCancel = IsDefined( doNotCancel );
bCheckDoNotCancel2 = IsDefined( doNotCancel2 );
foreach ( cleanup in cleanups )
{
if ( bCheckDoNotCancel && cleanup == doNotCancel )
continue;
if ( bCheckDoNotCancel2 && cleanup == doNotCancel2 )
continue;
self notify( "alienmove_endwait_" + cleanup );
}
}
GetStopData( goalPos )
{
stopData = SpawnStruct();
if ( IsDefined( self.node ) )
{
stopData.pos = self.node.origin;
stopData.angles = self.node.angles;
}
else if ( isDefined( self.enemy ) )
{
stopData.pos = goalPos;
stopData.angles = vectorToAngles( self.enemy.origin - goalPos );
}
else
{
stopData.pos = goalPos;
stopData.angles = self.angles;
}
return stopData;
}
CalcAnimStartPos( stopPos, stopAngle, animDelta, animAngleDelta )
{
dAngle = stopAngle - animAngleDelta;
angles = ( 0, dAngle, 0 );
vForward = AnglesToForward( angles );
vRight = AnglesToRight( angles );
forward = vForward * animDelta[0];
right = vRight * animDelta[1];
return stopPos - forward + right;
}
onFlashbanged()
{
self DoStumble();
}
onDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if ( IsDefined( level.dlc_can_do_pain_override_func ) )
{
painAllowed = [[level.dlc_can_do_pain_override_func]]( "move" );
if ( !painAllowed )
return;
}
if ( maps\mp\alien\_utility::is_pain_available( eAttacker,sMeansOfDeath ) )
self DoStumble( iDFlags, vDir, sHitLoc, iDamage, sMeansOfDeath, eAttacker );
}
DoStumble( iDFlags, damageDirection, hitLocation, iDamage, sMeansOfDeath, eAttacker )
{
self endon( "killanimscript" );
if ( self.playing_pain_animation )
return;
self CancelAllBut( undefined );
self.stateLocked = true;
self.playing_pain_animation = true;
is_stun = ( iDFlags & level.iDFLAGS_STUN );
if ( sMeansOfDeath == "MOD_MELEE" || is_stun )
{
animState = "pain_pushback";
animIndex = maps\mp\agents\alien\_alien_anim_utils::getPainAnimIndex( "push_back", damageDirection );
pain_notify = "pain_pushback";
}
else
{
animState = self maps\mp\agents\alien\_alien_anim_utils::getPainAnimState( "run_stumble", iDamage, is_stun );
animIndex = maps\mp\agents\alien\_alien_anim_utils::getPainAnimIndex( "run", damageDirection, hitLocation );
pain_notify = "run_stumble";
}
anime = self GetAnimEntry( animState, animIndex );
self maps\mp\alien\_utility::always_play_pain_sound( anime );
self maps\mp\alien\_utility::register_pain( anime );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self ScrAgentSetAnimMode( "anim deltas" );
self PlayAnimNAtRateUntilNotetrack( animState, animIndex, self.movePlaybackRate, pain_notify, "code_move" );
self.playing_pain_animation = false;
self.stateLocked = false;
if ( shouldStartMove() )
self StartMove();
self ContinueMovement();
}
WaitForNearMiss( enemy )
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_nearmiss" );
DODGE_CHANCE = 0.5;
while ( true )
{
self waittill_any( "bulletwhizby", "damage" );
if( RandomFloat( 1.0 ) < DODGE_CHANCE )
continue;
if ( !self.playing_pain_animation )
{
DoDodge();
}
}
}
WaitForDodgeChance()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_dodgechance" );
currentLookAtDuration = 0.0;
currentDodgeTime = RandomIntRange( DODGE_CHANCE_LOOK_AT_TIME_MIN, DODGE_CHANCE_LOOK_AT_TIME_MAX );
lastTimeStamp = GetTime();
while ( true )
{
wait 0.1;
if ( IsAlive( self.enemy ) )
{
currentTime = GetTime();
enemyToMe = VectorNormalize( self.origin - self.enemy.origin );
enemyFacing = AnglesToForward( self.enemy.angles );
// Fail if enemy isn't looking at us
if ( VectorDot( enemytoMe, enemyFacing ) < DODGE_CHANCE_ENEMY_FACING_TOLERANCE )
{
currentLookAtDuration = 0.0;
continue;
}
currentLookAtDuration += currentTime - lastTimeStamp;
// Fail if enemy is too far away
if ( DistanceSquared( self.origin, self.enemy.origin ) > DODGE_CHANCE_MAX_DISTANCE_SQ )
{
continue;
}
// Fail if we're not navigating towards the enemy
meToEnemy = enemyToMe * -1.0;
myFacing = AnglesToForward( self.angles );
if ( VectorDot( meToEnemy, myFacing ) < DODGE_CHANCE_ALIEN_FACING_TOLERANCE )
{
continue;
}
if ( currentLookAtDuration >= currentDodgeTime && !self.playing_pain_animation )
{
DoDodge( "dodgechance" );
currentLookAtDuration = 0.0;
currentDodgeTime = RandomIntRange( DODGE_CHANCE_LOOK_AT_TIME_MIN, DODGE_CHANCE_LOOK_AT_TIME_MAX );
}
lastTimeStamp = currentTime;
}
}
}
canDodge()
{
switch( self maps\mp\alien\_utility::get_alien_type() )
{
case "elite":
case "mammoth":
case "spitter":
case "seeder":
return false;
default:
return true;
}
}
DoDodge( endwait )
{
self endon( "killanimscript" );
DODGE_FREQUENCY = 1000; // 1 second
if( IsDefined( self.last_dodge_time ) && GetTime() - self.last_dodge_time < DODGE_FREQUENCY )
return;
if ( IsAlive( self.enemy ) && DistanceSquared( self.origin, self.enemy.origin ) < MIN_DODGE_DIST_SQUARED )
return;
primary_dodge_anim_state = get_primary_dodge_anim_state();
if ( cointoss() )
{
if ( !TryDodge( primary_dodge_anim_state + "_left", endwait ) )
TryDodge( primary_dodge_anim_state + "_right", endwait );
}
else
{
if ( !TryDodge( primary_dodge_anim_state + "_right", endwait ) )
TryDodge( primary_dodge_anim_state + "_left", endwait );
}
}
get_primary_dodge_anim_state()
{
switch( self.movemode )
{
case "jog":
return "jog_dodge";
default:
return "run_dodge";
}
}
TryDodge( dodgeState, endwait )
{
MIN_DODGE_SCALE = 0.5;
dodgeEntry = self GetRandomAnimEntry( dodgeState );
dodgeAnim = self GetAnimEntry( dodgeState, dodgeEntry );
moveScale = GetSafeAnimMoveDeltaPercentage( dodgeAnim );
moveScale = min( moveScale, self.xyanimscale );
if ( moveScale < MIN_DODGE_SCALE )
return false;
self.last_dodge_time = GetTime();
self CancelAllBut( endwait );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self ScrAgentSetAnimScale( moveScale, 1.0 );
self PlayAnimUntilNotetrack( dodgeState, dodgeState, "end" );
self ScrAgentSetAnimScale( 1, 1 );
self ContinueMovement();
return true;
}
WaitForStuck()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_stuck" );
STUCK_DURATION = 2000.0;
nextStuckTime = GetTime() + STUCK_DURATION;
lastPos = self.origin;
STUCK_TOLERANCE = 1.0;
while ( true )
{
currentTime = GetTime();
LastDistance = Length( self.origin - lastPos );
if ( LastDistance > STUCK_TOLERANCE )
nextStuckTime = currentTime + STUCK_DURATION;
if ( nextStuckTime <= currentTime )
{
stuckLerp();
nextStuckTime = currentTime + STUCK_DURATION;
break;
}
lastPos = self.origin;
wait 0.1;
}
self ContinueMovement();
}
stuckLerp()
{
self endon( "killanimscript" );
self endon( "alienmove_endwait_stuck" );
self endon( "death" );
LERP_TIME = 0.2;
CancelAllBut( "stuck" );
currentAnim = self GetAnimEntry();
currentAnimLength = GetAnimLength( currentAnim );
currentAnimDistance = Length( GetMoveDelta( currentAnim ) );
lerpDistance = ( LERP_TIME / currentAnimLength ) * currentAnimDistance;
lerpDirection = self GetLookaheadDir();
endPos = self.origin + lerpDirection * lerpDistance;
self ScrAgentSetPhysicsMode( "noclip" );
self ScrAgentSetOrientMode( "face angle abs", VectorToAngles( lerpDirection ) );
self ScrAgentDoAnimLerp( self.origin, endPos, LERP_TIME );
wait LERP_TIME;
self SetOrigin( self.origin );
}
doWalkStart()
{
animState = "walk_start";
animIndex = GetRandomAnimEntry( animState );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self.bLockGoalPos = true;
self PlayAnimNAtRateUntilNotetrack( animState, animIndex, self.movePlaybackRate, animState, "code_move" );
self ScrAgentSetOrientMode( "face motion" );
self.bLockGoalPos = false;
}
doRunStart()
{
negStartNode = self GetNegotiationStartNode();
if ( IsDefined( negStartNode ) )
goalPos = negStartNode.origin;
else
goalPos = self GetPathGoalPos();
// GetPathGoalPos will return undefined if i don't have a path
if ( !IsDefined( goalPos ) )
return;
// don't play start if i have no room for the start.
if ( DistanceSquared( goalPos, self.origin ) < 100 * 100 )
return;
lookaheadDir = self GetLookaheadDir();
myVelocity = self GetVelocity();
if ( LengthSquared( myVelocity ) > 16 )
{
// don't need a start if i'm wallrunning and about to turn a corner onto another plane.
myUp = AnglesToUp( self.angles );
if ( VectorDot( myUp, (0,0,1) ) < 0.707 )
{
angleCos = VectorDot( myUp, lookaheadDir );
if ( angleCos > 0.707 || angleCos < -0.707 )
return;
}
}
self doStartMoveAnim( "run_start" );
}
doLeapToRunStart()
{
self doStartMoveAnim( "leap_to_run_start" );
}
should_move_straight_ahead()
{
switch ( self maps\mp\alien\_utility::get_alien_type() )
{
case "spitter":
case "seeder":
case "minion":
return true;
default:
return false;
}
}
should_do_sharp_turn()
{
switch ( self maps\mp\alien\_utility::get_alien_type() )
{
case "spitter":
case "seeder":
case "minion":
case "elite":
case "mammoth":
return false;
default:
return true;
}
}
doStartMoveAnim( animState )
{
if ( self should_move_straight_ahead() )
{
angleIndex = 0;
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsVector( self GetLookaheadDir() );
}
else
{
angleIndex = getStartMoveAngleIndex();
}
// JohnW: Disabling trace check - mostly redundant from sharpturn traces in code
//startAnim = self GetAnimEntry( animState, angleIndex );
//startAnimTranslation = GetMoveDelta( startAnim );
//endPos = RotateVector( startAnimTranslation, self.angles ) + self.origin;
//if ( !self CanMovePointToPoint( self.origin, endPos ) )
//return;
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self.bLockGoalPos = true;
self PlayAnimNAtRateUntilNotetrack( animState, angleIndex, self.movePlaybackRate, animState, "code_move" );
self ScrAgentSetOrientMode( "face motion" );
self.bLockGoalPos = false;
}
canDoStartMove()
{
if ( !isdefined( self.traverseComplete )
&& !isdefined( self.skipStartMove )
&& ( !isdefined( self.disableExits ) || self.disableExits == false ))
{
return true;
}
else
{
return false;
}
}
getStartMoveType()
{
previousAnimState = self.previousAnimState;
switch( previousAnimState )
{
case "traverse_jump":
return "leap-to-run";
default:
switch( self.movemode )
{
case "run":
return "run-start";
case "walk":
return "walk-start";
default:
return "run-start";
}
}
}
shouldDoStopAnim()
{
return ( isDefined( self.enableStop ) && self.enableStop == true );
}
shouldDoLeapArrivalAnim( startNode, angleIndex )
{
if ( startNode.type == "Jump" || startNode.type == "Jump Attack" ) // For jump nodes, always do run-to-leap animation
return true;
else if ( traversalStartFromIdle( startNode.animscript ) ) // If the traversal animation starts at the idle position, need to play run-to-leap
return true;
else if ( incomingAngleStraightAhead( self maps\mp\alien\_utility::get_alien_type(), angleIndex ) ) // For other traversals, do not play when the incoming angle is either 45 or 0
return false;
else
return true;
}
incomingAngleStraightAhead( alienType, angleIndex )
{
switch( alienType )
{
case "elite":
case "mammoth":
return ( angleIndex == 4 );
default:
return ( angleIndex == 3 || angleIndex == 4 || angleIndex == 5 );
}
}
traversalStartFromIdle( anim_script )
{
switch( anim_script )
{
case "alien_climb_up":
case "alien_climb_up_over_56":
case "climb_up_end_jump_side_l":
case "climb_up_end_jump_side_r":
case "alien_climb_up_ledge_18_run":
case "alien_climb_up_ledge_18_idle":
return true;
default:
return false;
}
}
CanDoTurnAnim( turnAnim )
{
HEIGHT_OFFSET = 16;
RADIUS_OFFSET = 10;
HEIGHT_OFFSET_COOR = ( 0, 0, 16 );
if ( !IsDefined( self GetPathGoalPos()) )
return false;
assert( isDefined( turnAnim ));
codeMoveTimes = GetNotetrackTimes( turnAnim, "code_move" );
assert( codeMoveTimes.size == 1 );
codeMoveTime = codeMoveTimes[ 0 ];
assert( codeMoveTime <= 1 );
moveDelta = GetMoveDelta( turnAnim, 0, codeMoveTime );
codeMovePoint = self LocalToWorldCoords( moveDelta );
codeMovePoint = GetGroundPosition( codeMovePoint, self.radius );
if ( !isDefined( codeMovePoint ) )
return false;
trace_passed = self AIPhysicsTracePassed( self.origin + HEIGHT_OFFSET_COOR, codeMovePoint + HEIGHT_OFFSET_COOR, self.radius - RADIUS_OFFSET, self.height - HEIGHT_OFFSET );
if ( trace_passed )
return true;
else
return false;
}
shouldStartMove()
{
angleIndex = getStartMoveAngleIndex();
return ( angleIndex < 3 || angleIndex > 5 ); //We do not want to do start move if the look ahead direction is straight ahead or 45 degree to either side
}
getStartMoveAngleIndex()
{
return GetAngleIndexFromSelfYaw( self GetLookaheadDir() );
}

View File

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#include common_scripts\utility;
#include maps\mp\alien\_utility;
ALIEN_SPIT_ATTACK_DISTANCE_MAX_SQ = 1440000; // 1200 * 1200
ALIEN_ESCAPE_SPIT_ATTACK_DISTANCE_MAX_SQ = 3240000; // 1800 * 1800
MIN_SPIT_TIMES = 3;
MAX_SPIT_TIMES = 6;
SPITTER_NODE_DURATION = 10; // Max length of time they stay at one spit node
SPITTER_FIRE_INTERVAL_MIN = 1.5; // Min amount of time in between a projectile fire
SPITTER_FIRE_INTERVAL_MAX = 3.0; // Max amount of time in between a projectile fire
SPITTER_PROJECTILE_BARRAGE_SIZE_MIN = 2; // Number of small projectiles to shoot at a time when not shooting a gas cloud
SPITTER_PROJECTILE_BARRAGE_SIZE_MAX = 3; // Number of small projectiles to shoot at a time when not shooting a gas cloud
SPITTER_GAS_CLOUD_FIRE_INTERVAL_MIN = 10.0; // Min amount of time in between a gas cloud projectile fire
SPITTER_GAS_CLOUD_FIRE_INTERVAL_MAX = 15.0; // Max amount of time in between a gas cloud projectile fire
SPITTER_GAS_CLOUD_MAX_COUNT = 3; // Max number of active gas clouds in a level
SPITTER_NODE_DAMAGE_DELAY = 0.1; // How long they wait to move from a spit node after getting damaged
SPITTER_MIN_PLAYER_DISTANCE_SQ = 90000.0; // If player gets within 300 units, they'll move to a new spit node
SPITTER_MOVE_MIN_PLAYER_DISTANCE_SQ = 40000.0; // If player gets within 200 units while alien is moving, they'll stop and spit a projectile at them
SPITTER_NODE_INITIAL_FIRE_DELAY_SCALE = 0.5; // Initial scale on delay before a spitter can spit after getting to a node
SPITTER_NO_TARGET_NODE_MOVE_TIME = 1.0; // If no targets at current node for this time, spitter will move
SPITTER_AOE_HEIGHT = 128; // Height of gas cloud
SPITTER_AOE_RADIUS = 150; // Radius of gas cloud
SPITTER_AOE_DURATION = 10.0; // How long the gas cloud lasts
SPITTER_AOE_DELAY = 2.0; // How long after projectile explodes before gas cloud damage is applied
SPITTER_AOE_DAMAGE_PER_SECOND = 12.0; // Damage per second at center of gas cloud
SPITTER_TIME_BETWEEN_SPITS = 3.33; // SPITTER_AOE_DURATION / SPITTER_GAS_CLOUD_MAX_COUNT
SPITTER_LOOK_AHEAD_PERCENTAGE = 0.5; // how accurately the spitters lead the players
SPITTER_ESCAPE_LOOK_AHEAD_PERCENTAGE = 1.0; // how accurately the spitters lead the players during escape sequence
load_spitter_fx()
{
level._effect[ "spit_AOE" ] = LoadFX( "vfx/gameplay/alien/vfx_alien_spitter_gas_cloud" );
level._effect[ "spit_AOE_small" ] = LoadFX( "vfx/gameplay/alien/vfx_alien_spitter_gas_cloud_64" );
}
spitter_init()
{
self.gas_cloud_available = true;
}
spitter_death()
{
release_spit_node();
}
is_escape_sequence_active()
{
return ( flag_exist( "hives_cleared" ) && flag( "hives_cleared" ) );
}
get_max_spit_distance_squared()
{
if ( is_escape_sequence_active() )
return ALIEN_ESCAPE_SPIT_ATTACK_DISTANCE_MAX_SQ;
return ALIEN_SPIT_ATTACK_DISTANCE_MAX_SQ;
}
get_lookahead_percentage()
{
if ( is_escape_sequence_active() )
return SPITTER_ESCAPE_LOOK_AHEAD_PERCENTAGE;
return SPITTER_LOOK_AHEAD_PERCENTAGE;
}
spit_projectile( enemy )
{
if ( self.spit_type == "gas_cloud" )
{
level.spitter_last_cloud_time = gettime();
}
self.melee_type = "spit";
self.spit_target = enemy;
maps\mp\agents\alien\_alien_think::alien_melee( enemy );
}
spit_attack( enemy )
{
/# maps\mp\agents\alien\_alien_think::debug_alien_ai_state( "spit_attack" ); #/
self endon( "melee_pain_interrupt" );
isEnemyChopper = isdefined( enemy ) && isdefined( enemy.code_classname ) && enemy.code_classname == "script_vehicle";
if ( isEnemyChopper )
targetedEnemy = enemy;
else
targetedEnemy = self.spit_target;
targetedEnemy endon( "death" );
self maps\mp\agents\alien\_alien_anim_utils::turnTowardsEntity( targetedEnemy );
if ( IsAlive( targetedEnemy ) )
{
self.spit_target = targetedEnemy;
if ( isEnemyChopper )
{
aim_ahead_factor = 5; // factor of speed MPH
aim_ahead_unit_vec = VectorNormalize( AnglesToForward( targetedEnemy.angles ) ); // direction
aim_ahead_speed_mag = Length( targetedEnemy Vehicle_GetVelocity() ) * aim_ahead_factor; // scaler
aim_ahead_vec = aim_ahead_unit_vec * aim_ahead_speed_mag; // aim ahead offset vector
self.spit_target_location = targetedEnemy.origin + aim_ahead_vec + ( 0, 0, 32 ); // offset by 32 down from origin as origin is at rotor
}
else
{
self.spit_target_location = targetedEnemy.origin;
}
self.looktarget = targetedEnemy;
self set_alien_emissive( 0.2, 1.0 );
if ( IsDefined ( self.current_spit_node ) && !maps\mp\alien\_utility::is_normal_upright( AnglesToUp( self.current_spit_node.angles ) ) )
{
up = AnglesToUp( self.current_spit_node.angles );
forward = AnglesToForward( self.angles );
left = VectorCross( up, forward );
forward = VectorCross( left, up );
right = (0,0,0) - left;
anglesToFace = AxisToAngles( forward, right, up );
self ScrAgentSetOrientMode( "face angle abs", anglesToFace );
}
else if ( IsDefined( self.enemy ) && targetedEnemy == self.enemy )
{
self ScrAgentSetOrientMode( "face enemy" );
}
else
{
forward = VectorNormalize( targetedEnemy.origin - self.origin );
if ( IsDefined( self.current_spit_node ) )
up = AnglesToUp( self.current_spit_node.angles );
else
up = AnglesToUp( self.angles );
left = VectorCross( up, forward );
forward = VectorCross( left, up );
right = (0,0,0) - left;
anglesToFace = AxisToAngles( forward, right, up );
self ScrAgentSetOrientMode( "face angle abs", anglesToFace );
}
if( self.oriented )
self ScrAgentSetAnimMode( "anim angle delta" );
else
self ScrAgentSetAnimMode( "anim deltas" );
play_spit_anim();
}
self set_alien_emissive_default( 0.2 );
self.looktarget = undefined;
self.spit_target = undefined;
self.spit_target_location = undefined;
self.spit_type = undefined;
}
play_spit_anim()
{
switch ( self.spit_type )
{
case "close_range":
self maps\mp\agents\_scriptedagents::PlayAnimUntilNotetrack( "close_spit_attack", "spit_attack", "end", ::handleAttackNotetracks );
break;
case "gas_cloud":
self maps\mp\agents\_scriptedagents::PlayAnimUntilNotetrack( "gas_spit_attack", "spit_attack", "end", ::handleAttackNotetracks );
break;
case "long_range":
barrage_count = RandomIntRange( SPITTER_PROJECTILE_BARRAGE_SIZE_MIN, SPITTER_PROJECTILE_BARRAGE_SIZE_MAX );
for ( spitIndex = 0; spitIndex < barrage_count; spitIndex++ )
self maps\mp\agents\_scriptedagents::PlayAnimUntilNotetrack( "long_range_spit_attack", "spit_attack", "end", ::handleAttackNotetracks );
break;
default:
AssertMsg( self.spit_type + " is an invalid spit type!" );
break;
}
}
get_best_spit_target( targeted_enemy )
{
if ( cointoss() && get_alien_type() != "seeder" )
{
griefTargets = get_grief_targets();
foreach ( griefTarget in griefTargets )
{
if ( is_valid_spit_target( griefTarget, false ) )
return griefTarget;
}
wait 0.05;
}
if ( IsDefined( targeted_enemy ) )
{
if ( IsAlive( targeted_enemy ) && is_valid_spit_target( targeted_enemy, false ) )
return targeted_enemy;
}
possibleTargets = self get_current_possible_targets();
MAX_TARGET_TESTS_PER_FRAME = 4;
currentTestsThisFrame = 0;
foreach ( possibleTarget in possibleTargets )
{
if ( !IsAlive( possibleTarget ) )
continue;
if ( IsDefined( targeted_enemy ) && possibleTarget == targeted_enemy )
continue;
if ( is_valid_spit_target( possibleTarget, true ) )
return possibleTarget;
currentTestsThisFrame++;
if ( currentTestsThisFrame >= MAX_TARGET_TESTS_PER_FRAME )
{
waitframe();
currentTestsThisFrame = 0;
}
}
return undefined;
}
get_grief_targets()
{
griefTargets = [];
if ( !can_spit_gas_cloud( ) || is_pet())
return griefTargets;
foreach( player in level.players )
{
if ( !IsAlive( player ) )
continue;
if ( IsDefined( player.inLastStand ) && player.inLastStand )
griefTargets[griefTargets.size] = player;
}
if ( IsDefined( level.drill ) && IsDefined( level.drill.state ) && level.drill.state == "offline" )
griefTargets[griefTargets.size] = level.drill;
return array_randomize( griefTargets );
}
is_valid_spit_target( spit_target, check_attacker_values )
{
if ( !isAlive( spit_target ) )
{
return false;
}
if ( check_attacker_values && IsPlayer( spit_target ) && !has_attacker_space( spit_target ) )
{
return false;
}
maxValidDistanceSq = get_max_spit_distance_squared();
flatDistanceToTargetSquared = Distance2DSquared( self.origin, spit_target.origin );
if ( flatDistanceToTargetSquared > maxValidDistanceSq )
return false;
self.looktarget = spit_target;
if ( !isAlive( spit_target ) )
{
return false;
}
if (( isPlayer( spit_target ) || IsSentient( spit_target )) && !IsDefined( spit_target.usingRemote ) )
endPos = spit_target getEye();
else
endPos = spit_target.origin;
spitFirePos = self GetTagOrigin( "TAG_BREATH" );
return BulletTracePassed( spitFirePos, endPos, false, self );
}
get_spit_fire_pos( spit_target )
{
return self GetTagOrigin( "TAG_BREATH" );
}
has_attacker_space( player )
{
maxValidAttackerValue = level.maxAlienAttackerDifficultyValue - level.alien_types[ self.alien_type ].attributes[ "attacker_difficulty" ];
targetedAttackerScore = maps\mp\agents\alien\_alien_think::get_current_attacker_value( player );
return ( targetedAttackerScore <= maxValidAttackerValue );
}
handleAttackNotetracks( note, animState, animIndex, animTime )
{
if( isDefined( level.dlc_attacknotetrack_override_func ))
{
self [[level.dlc_attacknotetrack_override_func]]( note, animState, animIndex, animTime );
return;
}
if ( note == "spit" )
return self fire_spit_projectile();
}
fire_spit_projectile()
{
if ( !IsDefined( self.spit_target ) && !IsDefined( self.spit_target_location ) )
return;
hasValidTarget = IsAlive( self.spit_target );
isTargetChopper = isdefined( self.spit_target.code_classname ) && self.spit_target.code_classname == "script_vehicle";
if ( hasValidTarget && !isTargetChopper )
targetLocation = self.spit_target.origin;
else
targetLocation = self.spit_target_location;
if ( self.spit_type == "gas_cloud" )
{
spit_gas_cloud_projectile( targetLocation );
}
else if ( hasValidTarget )
{
PROJECTILE_SPEED = 1400;
targetLocation = get_lookahead_target_location( PROJECTILE_SPEED, self.spit_target, false );
if ( !BulletTracePassed( targetLocation, get_spit_fire_pos( targetLocation ), false, self ) )
targetLocation = get_lookahead_target_location( PROJECTILE_SPEED, self.spit_target, true );
spit_basic_projectile( targetLocation );
}
}
get_lookahead_target_location( projectile_speed, target, use_eye_location )
{
if ( !IsPlayer( target ) )
return target.origin;
lookAheadPercentage = get_lookahead_percentage();
if ( use_eye_location && !IsDefined( target.usingRemote ))
targetLocation = target GetEye();
else
targetLocation = target.origin;
distanceToTarget = Distance( self.origin, targetLocation);
timeToImpact = distanceToTarget / projectile_speed;
targetVelocity = target GetVelocity();
return targetLocation + targetVelocity * lookAheadPercentage * timeToImpact;
}
can_spit_gas_cloud()
{
if ( !self.gas_cloud_available )
return false;
if ( isdefined( self.enemy ) && isdefined( self.enemy.no_gas_cloud_attack ) && self.enemy.no_gas_cloud_attack )
return false;
time_since_last_spit = (gettime() - level.spitter_last_cloud_time) * 0.001;
return level.spitter_gas_cloud_count < SPITTER_GAS_CLOUD_MAX_COUNT && time_since_last_spit > SPITTER_TIME_BETWEEN_SPITS;
}
spit_basic_projectile( targetLocation )
{
spitFirePos = get_spit_fire_pos( targetLocation );
spitProjectile = MagicBullet( "alienspit_mp", spitFirePos, targetLocation, self );
spitProjectile.owner = self;
if ( IsDefined( spitProjectile ) )
spitProjectile thread spit_basic_projectile_impact_monitor( self );
}
spit_basic_projectile_impact_monitor( owner )
{
self waittill( "explode", explodeLocation );
if ( !IsDefined( explodeLocation ) )
return;
PlayFx( level._effect[ "spit_AOE_small" ], explodeLocation + (0,0,8), (0,0,1), (1,0,0) );
}
spit_gas_cloud_projectile( targetLocation )
{
spitFirePos = get_spit_fire_pos( targetLocation );
spitProjectile = MagicBullet( "alienspit_gas_mp", spitFirePos, targetLocation, self );
spitProjectile.owner = self;
if ( IsDefined( spitProjectile ) )
spitProjectile thread spit_gas_cloud_projectile_impact_monitor( self );
self thread gas_cloud_available_timer();
}
gas_cloud_available_timer()
{
self endon( "death" );
self.gas_cloud_available = false;
cloudInterval = RandomFloatRange( SPITTER_GAS_CLOUD_FIRE_INTERVAL_MIN, SPITTER_GAS_CLOUD_FIRE_INTERVAL_MAX );
wait cloudInterval;
self.gas_cloud_available = true;
}
spit_gas_cloud_projectile_impact_monitor( owner )
{
self waittill( "explode", explodeLocation );
if ( !IsDefined( explodeLocation ) )
return;
trigger = Spawn( "trigger_radius", explodeLocation, 0, SPITTER_AOE_RADIUS, SPITTER_AOE_HEIGHT );
// sanity check. Need to come up with more robust fallback
if ( !IsDefined( trigger ) )
return;
level.spitter_gas_cloud_count++;
trigger.onPlayer = true;
PlayFx( level._effect[ "spit_AOE" ], explodeLocation + (0,0,8),(0,0,1), (1,0,0) );
thread spit_aoe_cloud_damage( explodeLocation, trigger );
level notify( "spitter_spit",explodeLocation );
wait SPITTER_AOE_DURATION;
trigger Delete();
level.spitter_gas_cloud_count--;
}
spit_aoe_cloud_damage( impact_location, trigger )
{
trigger endon( "death" );
wait SPITTER_AOE_DELAY;
while ( true )
{
trigger waittill( "trigger", player );
if ( !IsPlayer( player ) )
continue;
if ( !IsAlive( player ) )
continue;
disorient_player( player );
damage_player( player, trigger );
}
}
damage_player( player, trigger )
{
DAMAGE_INTERVAL = 0.5;
currentTime = GetTime();
if ( !IsDefined( player.last_spitter_gas_damage_time ) )
{
elapsedTime = DAMAGE_INTERVAL;
}
else if (player.last_spitter_gas_damage_time + DAMAGE_INTERVAL * 1000.0 > currentTime )
{
return;
}
else
{
elapsedTime = Min( DAMAGE_INTERVAL, (currentTime - player.last_spitter_gas_damage_time) * 0.001 );
}
gas_damage_scalar = player maps\mp\alien\_perk_utility::perk_GetGasDamageScalar();
damageAmount = int(SPITTER_AOE_DAMAGE_PER_SECOND * elapsedTime * gas_damage_scalar );
if ( damageAmount > 0 )
{
player thread [[ level.callbackPlayerDamage ]]( trigger, trigger, damageAmount, 0, "MOD_SUICIDE", "alienspit_gas_mp", trigger.origin, ( 0,0,0 ), "none", 0 );
}
player.last_spitter_gas_damage_time = currentTime;
}
disorient_player( player )
{
if ( is_chaos_mode() && player maps\mp\alien\_perk_utility::perk_GetGasDamageScalar() == 0 )
return;
else if( !player maps\mp\alien\_perk_utility::has_perk( "perk_medic", [ 1,2,3,4 ] ) )
{
if ( isDefined( level.shell_shock_override ))
player [[level.shell_shock_override]]( 0.5 );
else
player ShellShock( "alien_spitter_gas_cloud", 0.5 );
}
}
get_RL_toward( target )
{
//Return the right/left vector toward target
self_to_target_angles = VectorToAngles( target.origin - self.origin );
target_direction = anglesToRight( self_to_target_angles );
if ( common_scripts\utility::cointoss())
target_direction *= -1;
return target_direction;
}
spitter_combat( enemy )
{
self endon( "bad_path" );
self endon( "death" );
self endon ( "alien_main_loop_restart" );
while ( true )
{
attackNode = find_spitter_attack_node( self.enemy );
if ( IsDefined( attackNode ) )
{
move_to_spitter_attack_node( attackNode );
spitter_attack( self.enemy );
}
else
{
wait 0.05;
}
}
}
release_spit_node()
{
if ( IsDefined( self.current_spit_node ) )
{
self ScrAgentRelinquishClaimedNode( self.current_spit_node );
self.current_spit_node.claimed = false;
self.current_spit_node = undefined;
}
}
claim_spit_node( spit_node )
{
self.current_spit_node = spit_node;
spit_node.claimed = true;
self ScrAgentClaimNode( spit_node );
}
move_to_spitter_attack_node( attack_node )
{
self endon( "player_proximity_during_move" );
release_spit_node();
claim_spit_node( attack_node );
self ScrAgentSetGoalNode( attack_node );
self ScrAgentSetGoalRadius( 64 );
self thread enemy_proximity_during_move_monitor();
self waittill( "goal_reached" );
}
enemy_proximity_during_move_monitor()
{
self endon( "death" );
self endon( "goal_reached" );
self endon ( "alien_main_loop_restart" );
while ( true )
{
wait 0.05;
if ( !is_normal_upright( AnglesToUp( self.angles ) ) )
continue;
if ( !self maps\mp\agents\alien\_alien_think::melee_okay() )
continue;
if ( IsDefined( self.valid_moving_spit_attack_time ) && GetTime() < self.valid_moving_spit_attack_time )
continue;
closePlayer = find_player_within_distance( SPITTER_MOVE_MIN_PLAYER_DISTANCE_SQ );
if ( IsDefined( closePlayer ) )
break;
}
release_spit_node();
self notify( "player_proximity_during_move" );
self ScrAgentSetGoalEntity( closePlayer );
self ScrAgentSetGoalRadius( 2048.0 );
self waittill( "goal_reached" );
}
get_possible_spitter_attack_nodes( target_entity )
{
if( get_alien_type() == "seeder" )
attackNodes = GetNodesInRadius( target_entity.origin, 768, 128, 512, "jump attack" );
else
attackNodes = GetNodesInRadius( target_entity.origin, 1000, 300, 512, "jump attack" );
validNodes = [];
foreach( attackNode in attackNodes )
{
if ( IsDefined( attackNode.claimed) && attackNode.claimed )
continue;
validNodes[validNodes.size] = attackNode;
}
return validNodes;
}
is_pet()
{
return ( IsDefined( self.pet ) && self.pet );
}
get_current_possible_targets()
{
if ( is_pet() )
return level.agentArray;
else
return level.players;
}
find_spitter_attack_node( target_enemy )
{
nearbySpitNodes = [];
if ( is_escape_sequence_active() && IsDefined( level.escape_spitter_target_node ) )
{
nearbySpitNodes = get_possible_spitter_attack_nodes( level.escape_spitter_target_node );
if ( nearbySpitNodes.size > 0 )
target_enemy = level.escape_spitter_target_node;
}
if ( nearbySpitNodes.size == 0 && IsDefined( target_enemy ) )
nearbySpitNodes = get_possible_spitter_attack_nodes( target_enemy );
if ( nearbySpitNodes.size == 0 )
{
possibleTargets = self get_current_possible_targets();
foreach ( possibleTarget in possibleTargets )
{
wait 0.05;
if ( !IsAlive( possibleTarget ) )
continue;
if ( IsDefined( target_enemy ) && possibleTarget == target_enemy )
continue;
nearbySpitNodes = get_possible_spitter_attack_nodes( possibleTarget );
if ( nearbySpitNodes.size > 0 )
{
target_enemy = possibleTarget;
break;
}
}
}
if ( nearbySpitNodes.size == 0 )
nearbySpitNodes = get_possible_spitter_attack_nodes( self );
if ( nearbySpitNodes.size == 0 )
return undefined;
filters = [];
if ( IsDefined( target_enemy ) )
{
filters[ "dist_from_enemy_weight" ] = 8.0;
filters[ "enemy_los_weight" ] = 6.0;
filters[ "height_weight" ] = 4.0;
target_direction = get_RL_toward( target_enemy );
target_enemy endon( "death" );
}
else
{
filters[ "dist_from_enemy_weight" ] = 0.0;
filters[ "enemy_los_weight" ] = 0.0;
filters[ "height_weight" ] = 0.0;
target_direction = get_central_enemies_direction();
}
filters[ "direction" ] = "override";
filters[ "direction_override" ] = target_direction;
filters[ "direction_weight" ] = 1.0;
filters[ "min_height" ] = 64.0;
filters[ "max_height" ] = 400.0;
filters[ "enemy_los" ] = true;
filters[ "min_dist_from_enemy" ] = 300.0;
filters[ "max_dist_from_enemy" ] = 800.0;
filters[ "desired_dist_from_enemy" ] = 600.0;
filters[ "min_dist_from_all_enemies" ] = 300.0;
filters[ "min_dist_from_all_enemies_weight" ] = 5.0;
filters[ "not_recently_used_weight" ] = 10.0;
filters[ "recently_used_time_limit" ] = 30.0;
filters[ "random_weight" ] = 1.0;
result = maps\mp\agents\alien\_alien_think::get_retreat_node_rated( target_enemy, filters, nearbySpitNodes );
return result;
}
get_central_enemies_direction()
{
possibleTargets = self get_current_possible_targets();
if ( possibleTargets.size == 0)
return self.origin + AnglesToForward( self.angles ) * 100;
centralLocation = ( 0, 0, 0 );
foreach ( possibleTarget in possibleTargets )
centralLocation += possibleTarget.origin;
centralLocation = centralLocation / possibleTargets.size;
return centralLocation - self.origin;
}
spitter_attack( enemy )
{
self endon( "spitter_node_move_requested" );
if ( !IsDefined( self.current_spit_node ) )
{
choose_spit_type( "close_range" );
spit_projectile( enemy );
self.valid_moving_spit_attack_time = GetTime() + RandomFloatRange( SPITTER_FIRE_INTERVAL_MIN, SPITTER_FIRE_INTERVAL_MAX ) * 1000.0;
return;
}
set_up_attack_node_watchers();
if ( !is_escape_sequence_active() )
wait RandomFloatRange( SPITTER_FIRE_INTERVAL_MIN, SPITTER_FIRE_INTERVAL_MAX ) * SPITTER_NODE_INITIAL_FIRE_DELAY_SCALE;
while ( true )
{
targetedEnemy = undefined;
no_target_time = 0.0;
while ( !IsDefined( targetedEnemy ) )
{
no_target_time += 0.2;
if ( no_target_time >= SPITTER_NO_TARGET_NODE_MOVE_TIME )
{
return;
}
wait 0.2;
if ( IsDefined( enemy ) && IsDefined( enemy.code_classname ) && enemy.code_classname == "script_vehicle" )
{
targetedEnemy = enemy;
}
else
{
targetedEnemy = get_best_spit_target( enemy );
}
}
choose_spit_type( "long_range" );
spit_projectile( targetedEnemy );
wait RandomFloatRange( SPITTER_FIRE_INTERVAL_MIN, SPITTER_FIRE_INTERVAL_MAX );
}
}
choose_spit_type( default_type )
{
if ( !is_pet() && can_spit_gas_cloud() )
self.spit_type = "gas_cloud";
else
self.spit_type = default_type;
}
set_up_attack_node_watchers()
{
self thread spitter_node_duration_monitor( SPITTER_NODE_DURATION );
self thread spitter_node_attacked_monitor( SPITTER_NODE_DAMAGE_DELAY );
if ( !is_pet() )
self thread spitter_node_player_proximity( SPITTER_MIN_PLAYER_DISTANCE_SQ );
}
spitter_node_duration_monitor( duration )
{
self endon( "spitter_node_move_requested" );
self endon( "death" );
self endon ( "alien_main_loop_restart" );
wait duration;
self notify( "spitter_node_move_requested" );
}
spitter_node_attacked_monitor( damage_delay )
{
self endon( "spitter_node_move_requested" );
self endon( "death" );
self endon ( "alien_main_loop_restart" );
self waittill( "damage" );
wait damage_delay;
self notify( "spitter_node_move_requested" );
}
spitter_node_player_proximity( min_player_distances_sq )
{
self endon( "spitter_node_move_requested" );
self endon( "death" );
self endon ( "alien_main_loop_restart" );
while ( true )
{
closePlayer = find_player_within_distance( min_player_distances_sq );
if ( IsDefined( closePlayer ) )
break;
wait 0.2;
}
self notify( "spitter_node_move_requested" );
}
find_player_within_distance( distance_sq )
{
foreach( player in level.players )
{
if ( !IsAlive( player ) )
continue;
flatDistanceToPlayerSq = Distance2DSquared( self.origin, player.origin );
if ( flatDistanceToPlayerSq < distance_sq )
return player;
}
return undefined;
}

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#include maps\mp\agents\_scriptedAgents;
main()
{
self endon( "killanimscript" );
self.bLockGoalPos = true;
startNode = self GetNegotiationStartNode();
endNode = self GetNegotiationEndNode();
assert( IsDefined( startNode ) && IsDefined( endNode ) );
if ( startNode.type == "Jump" || startNode.type == "Jump Attack" )
{
nextNode = self GetNegotiationNextNode();
if ( IsDefined( startNode.target ) && IsDefined( endNode.targetname ) && startNode.target == endNode.targetname )
{
self.traverseType = "canned";
self DoTraverse( startNode, endNode );
return;
}
attackableEnemy = find_attackable_enemy_at_node( endNode );
if ( IsDefined( attackableEnemy ) )
{
self.traverseType = "jump_attack";
self.leapEndPos = endNode.origin;
self maps\mp\agents\alien\_alien_melee::melee_leap( attackableEnemy );
}
else
{
self.traverseType = "jump";
self Jump( startNode, endNode, nextNode );
}
}
else
{
self.traverseType = "canned";
self doTraverse( startNode, endNode );
}
}
find_attackable_enemy_at_node( nodeToCheck )
{
if (( self maps\mp\alien\_utility::get_alien_type() == "spitter" ) ||
( self maps\mp\alien\_utility::get_alien_type() == "seeder" ))
return undefined;
CLOSE_PLAYER_DIST_SQ = 128 * 128;
COS_45 = 0.707;
foreach ( player in level.players )
{
if ( DistanceSquared( player.origin, nodeToCheck.origin ) > CLOSE_PLAYER_DIST_SQ )
continue;
playerToNode = VectorNormalize( nodeToCheck.origin - player.origin );
playerForward = AnglesToForward( player.angles );
forwardDot = VectorDot( playerToNode, playerForward );
if ( forwardDot > COS_45 )
return player;
}
return undefined;
}
end_script()
{
self.bLockGoalPos = false;
if ( self.traverseType == "jump" )
{
self.previousAnimState = "traverse_jump";
}
else if ( self.traverseType == "jump_attack" )
{
self.previousAnimState = "traverse_jump_attack";
}
else
{
self.previousAnimState = "traverse_canned";
}
self.traverseType = undefined;
}
Jump( startNode, endNode, nextNode )
{
nextPos = undefined;
if ( IsDefined( nextNode ) )
nextPos = nextNode.origin;
if ( isDefined( level.dlc_alien_jump_override ) )
{
[[level.dlc_alien_jump_override]]( startNode, endNode, nextNode, nextPos );
return;
}
self maps\mp\agents\alien\_alien_jump::Jump( startNode.origin, startNode.angles, endNode.origin, endNode.angles, nextPos, undefined, endNode.script_noteworthy );
}
doTraverse( startNode, endNode )
{
traverseData = level.alienAnimData.cannedTraverseAnims[ startNode.animscript ];
AssertEx( isDefined( traverseData ), "Traversal '" + startNode.animscript + "' is not supported" );
animState = traverseData [ "animState" ];
AssertEx( isDefined( animState ), "No animState specified for traversal '" + startNode.animscript + "'" );
self.startNode = startNode;
self.endNode = endNode;
self ScrAgentSetPhysicsMode( "noclip" );
self ScrAgentSetOrientMode( "face angle abs", startNode.angles );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetAnimScale( 1.0, 1.0 );
if ( isdefined( traverseData[ "traverseSound" ] ) )
self thread maps\mp\_utility::play_sound_on_tag( traverseData[ "traverseSound" ] );
if ( isdefined( traverseData[ "traverseAnimScale" ] ) )
self ScrAgentSetAnimScale( traverseData[ "traverseAnimScale" ], traverseData[ "traverseAnimScale" ] );
switch ( animState )
{
case "traverse_climb_up":
alienClimbUp( startNode, endNode, "traverse_climb_up", self GetAnimEntry( "traverse_climb_up", 4 ) );
break;
case "traverse_climb_up_over_56":
alienClimbUp( startNode, endNode, "traverse_climb_up_over_56" );
break;
case "traverse_climb_up_ledge_18_run":
alienClimbUp( startNode, endNode, "traverse_climb_up_ledge_18_run" );
break;
case "traverse_climb_up_ledge_18_idle":
alienClimbUp( startNode, endNode, "traverse_climb_up_ledge_18_idle" );
break;
case "climb_up_end_jump_side_l":
alienClimbUp( startNode, endNode, "climb_up_end_jump_side_l" );
break;
case "climb_up_end_jump_side_r":
alienClimbUp( startNode, endNode, "climb_up_end_jump_side_r" );
break;
case "traverse_climb_down":
alienClimbDown( startNode, endNode, "traverse_climb_down" );
break;
case "traverse_climb_over_56_down":
alienClimbDown( startNode, endNode, "traverse_climb_over_56_down" );
break;
case "run":
alienWallRun( startNode, endNode, "run" );
break;
default:
alienRegularTraversal( startNode, animState, traverseData [ "animIndexArray" ], traverseData [ "endInOriented" ], traverseData [ "flexHeightEndAtTraverseEnd" ] );
break;
}
self.startNode = undefined;
self.endNode = undefined;
self ScrAgentSetAnimScale( 1, 1 );
}
alienRegularTraversal( startNode, animState, animIndexArray, endInOriented, flexHeightEndAtTraverseEnd )
{
animIndex = animIndexArray [ RandomInt ( animIndexArray.size ) ];
animEntry = self GetAnimEntry( animState, animIndex );
result = needFlexibleHeightSupport( animEntry );
animTime = GetAnimLength( animEntry );
self traverseAnimLerp( animEntry, startNode );
// If we have an apex, move us away from our wall on death
if ( AnimHasNotetrack( animEntry, "highest_point" ) )
self.apexTraversalDeathVector = VectorNormalize( self.startNode.origin - self.endNode.origin );
// If we are pointing to an entity, assume it's a scriptable
scriptable = GetEnt( startnode.target, "targetname" );
if ( IsDefined( scriptable ) )
{
scriptable thread runScriptableTraverse( animTime );
}
if( result.need_support )
doTraversalWithFlexibleHeight( animState, animIndex, animEntry, result.start_notetrack, result.end_notetrack, flexHeightEndAtTraverseEnd, ::alienTraverseNotetrackHandler );
else
PlayAnimNUntilNotetrack( animState, animIndex, "canned_traverse", "end", ::alienTraverseNotetrackHandler );
endRegularTraversal( endInOriented );
}
runScriptableTraverse( animTime )
{
self notify( "stop_previous_traversal" );
self endon( "stop_previous_traversal" );
self SetScriptablePartState( 0, 1 );//plays the animation
wait animTime;
self SetScriptablePartState( 0, 0 );//resets the scriptable state
}
endRegularTraversal( endInOriented )
{
if( endInOriented )
{
self ScrAgentSetPhysicsMode( "noclip" );
self.oriented = true;
self.ignoreme = true;
}
else
{
self ScrAgentSetPhysicsMode( "gravity" );
self.oriented = false;
self.ignoreme = false;
}
}
needFlexibleHeightSupport( animEntry )
{
result = spawnStruct();
if ( AnimHasNotetrack ( animEntry, "traverse_up" ) )
{
result.need_support = true;
result.start_notetrack = "traverse_up";
result.end_notetrack = "traverse_up_end";
return result;
}
if ( AnimHasNotetrack ( animEntry, "traverse_drop" ) )
{
result.need_support = true;
result.start_notetrack = "traverse_drop";
result.end_notetrack = "traverse_drop_end";
return result;
}
result.need_support = false;
return result;
}
doTraversalWithFlexibleHeight( animState, animIndex, animEntry, startNotetrack, endNotetrack, flexHeightEndAtTraverseEnd, notetrackHandlerFunc )
{
CONST_TRAVERSAL_ANIM_LABEL = "canned_traverse";
PlayAnimNUntilNotetrack( animState, animIndex, CONST_TRAVERSAL_ANIM_LABEL, startNotetrack, notetrackHandlerFunc );
if ( flexHeightEndAtTraverseEnd )
{
flex_height_end_pos = self.endNode.origin;
flex_height_anim_end_time = 1;
}
else
{
AssertEx( isDefined( self.endNode.target ), "Traversal " + animState + " " + animIndex + " at " + self.origin + ". Need to link a script struct from the traversal end point to mark the apex point for the animation" );
flex_height_end_pos = common_scripts\utility::getstruct( self.endNode.target, "targetname" );
AssertEx( isDefined( flex_height_end_pos ), "Traversal " + animState + " " + animIndex + " at " + self.origin + ". Unable to find the apex point struct" );
flex_height_end_pos = flex_height_end_pos.origin;
apexNotetrackTimes = GetNotetrackTimes( animEntry, "highest_point" );
flex_height_anim_end_time = apexNotetrackTimes[ 0 ];
AssertEx( isDefined( flex_height_anim_end_time ), "Traversal " + animState + " " + animIndex + " at " + self.origin + ". Missing 'highest_point' notetrack" );
}
doTraversalWithFlexibleHeight_internal( animState, animIndex, CONST_TRAVERSAL_ANIM_LABEL, animEntry, startNotetrack, endNotetrack, flex_height_end_pos, flex_height_anim_end_time, notetrackHandlerFunc );
}
doTraversalWithFlexibleHeight_internal( animState, animIndex, animLabel, animEntry, startNotetrack, endNotetrack, flexHeightEndPos, flexHeightAnimEndTime, notetrackHandlerFunc )
{
remaining_height = abs( self.origin[ 2 ] - flexHeightEndPos[ 2 ] );
startNotetrackTimes = GetNotetrackTimes( animEntry, startNotetrack );
start_time = startNotetrackTimes[ 0 ];
endNotetrackTimes = GetNotetrackTimes( animEntry, endNotetrack );
end_time = endNotetrackTimes[ 0 ];
AssertEx( end_time > start_time, "Traversal " + animState + " " + animIndex + " has incorrectly placed flexible height notetracks." );
remaining_anim_delta = GetMoveDelta( animEntry, start_time, flexHeightAnimEndTime );
remaining_anim_height = abs( remaining_anim_delta[ 2 ] );
anim_delta_between = GetMoveDelta( animEntry, start_time, end_time );
scaled_anim_height = abs( anim_delta_between[ 2 ] );
AssertEx( scaled_anim_height > 0.0, "Traversal " + animState + " " + animIndex + " has bad traverse notetracks." );
not_scaled_anim_height = remaining_anim_height - scaled_anim_height;
//<TODO J.C.> When we have time, we need to investigate why this is happening on certain traversals
//AssertEx( ( remaining_height - not_scaled_anim_height ) > 0, "Traversal " + animState + " " + animIndex + " at " + self.origin + " has no vertical space to do flexible height." );
if ( remaining_height <= not_scaled_anim_height )
anim_scale = 1;
else
anim_scale = ( remaining_height - not_scaled_anim_height ) / scaled_anim_height;
anim_rate = 1 / anim_scale;
self ScrAgentSetAnimScale( 1.0, anim_scale );
PlayAnimNAtRateUntilNotetrack( animState, animIndex, anim_rate, animLabel, endNotetrack, notetrackHandlerFunc );
self ScrAgentSetAnimScale( 1.0, 1.0 );
PlayAnimNUntilNotetrack( animState, animIndex, animLabel, "end", notetrackHandlerFunc );
self.apexTraversalDeathVector = undefined;
}
alienTraverseNotetrackHandler( note, animState, animIndex, animTime )
{
switch ( note )
{
case "apply_physics":
self ScrAgentSetPhysicsMode( "gravity" );
break;
case "highest_point":
if ( isDefined( self.apexTraversalDeathVector ) )
self.apexTraversalDeathVector *= -1;
break;
default:
break;
}
}
//===========================================
// Special traversals
//===========================================
//////////////////
// Climb up
alienClimbUp( startNode, endNode, animState, longerEndAnim )
{
startAnim = self GetAnimEntry( animState, 0 );
scrabbleAnim = self GetAnimEntry( animState, 1 );
loopAnim = self GetAnimEntry( animState, 2 );
endAnim = self GetAnimEntry( animState, 3 );
totalHeight = endNode.origin[ 2 ] - startnode.origin[ 2 ];
startAnimHeight = GetMoveDelta( startAnim, 0, 1 )[ 2 ];
scrabbleAnimHeight = GetMoveDelta( scrabbleAnim, 0, 1 )[ 2 ];
loopAnimHeight = GetMoveDelta( loopAnim, 0, 1 )[ 2 ];
endAnimHeight = GetMoveDelta( endAnim, 0, 1 )[ 2 ];
longerEndAnimHeight = undefined;
climbUpNotetrackTime = getNoteTrackTimes( startAnim, "climb_up_teleport" ) [ 0 ];
climbUpAnimDeltaBeforeNotetrack = GetMoveDelta( startAnim, 0, climbUpNotetrackTime );
climbUpAnimDeltaAfterNotetrack = GetMoveDelta( startAnim, climbUpNotetrackTime, 1 );
startAnimHeightAfterNotetrack = climbUpAnimDeltaAfterNotetrack[ 2 ];
if ( totalHeight < ( startAnimHeight + endAnimHeight ) )
Println( "ERROR: Height is too short for " + animState + ". Modify the geo or use another traversal." );
distForScrabbleAndLoop = totalHeight - ( startAnimHeight + endAnimHeight );
canDoScrabble = false;
numOfLoop = 0;
if ( distForScrabbleAndLoop > 0 )
{
canDoScrabble = ( distForScrabbleAndLoop - scrabbleAnimHeight ) > 0;
numOfLoop = max ( 0, floor ( ( distForScrabbleAndLoop - canDoScrabble * scrabbleAnimHeight ) / loopAnimHeight ) );
}
teleportAnimHeight = canDoScrabble * scrabbleAnimHeight + numOfLoop * loopAnimHeight + startAnimHeightAfterNotetrack;
teleportRealHeight = totalHeight - endAnimHeight - ( startAnimHeight - startAnimHeightAfterNotetrack );
animScalerZ = teleportRealHeight / teleportAnimHeight;
canDoLongerEndAnim = false;
if ( isDefined ( longerEndAnim ))
{
longerEndAnimHeight = GetMoveDelta( longerEndAnim, 0, 1 )[ 2 ];
endAnimHeightDiff = longerEndAnimHeight - endAnimHeight;
canDoLongerEndAnim = ( teleportRealHeight - teleportAnimHeight ) > endAnimHeightDiff;
animScalerZ = ( teleportRealHeight - canDoLongerEndAnim * endAnimHeightDiff )/ teleportAnimHeight;
}
selectedEndAnim = endAnim;
if ( canDoLongerEndAnim )
selectedEndAnim = longerEndAnim;
stopTeleportNotetrack = getNoteTrackTimes( selectedEndAnim, "stop_teleport" ) [ 0 ];
endAnimHeightBeforeNotetrack = GetMoveDelta( selectedEndAnim, 0, stopTeleportNotetrack )[ 2 ];
stopToEndAnimDelta = GetMoveDelta( selectedEndAnim, stopTeleportNotetrack, 1 );
stopToEndAnimDeltaXY = length( stopToEndAnimDelta * ( 1, 1, 0 ) );
// startAnim: Play the anim normally until climb_up_teleport notetrack
self ScrAgentSetAnimScale( 1, 1 );
self traverseClimbUpLerp( startAnim, startNode );
PlayAnimNUntilNotetrack( animState, 0, "canned_traverse", "climb_up_teleport" );
// startAnim: Initial horizontal scaling to make up for any XY displacement. Start to scale to Z.
self ScrAgentSetAnimScale( 1, animScalerZ );
self WaitUntilNotetrack( "canned_traverse", "end" );
// scrabble and loop animation: Continue the Z scaling.
self ScrAgentSetAnimScale( 1, animScalerZ );
if ( canDoScrabble )
PlayAnimNUntilNotetrack( animState, 1, "canned_traverse", "finish" );
for ( i = 0; i < numOfLoop; i++ )
{
PlayAnimNUntilNotetrack( animState, 2, "canned_traverse", "end" );
}
//Final height adjustment, making sure alien reach enough height and will not end up inside geo when finish the traversal
selfToEndHeight = endNode.origin[ 2 ] - self.origin[ 2 ] - stopToEndAnimDelta[ 2 ];
animScalerZ = 1.0;
if ( selfToEndHeight > endAnimHeightBeforeNotetrack )
animScalerZ = selfToEndHeight / endAnimHeightBeforeNotetrack;
self ScrAgentSetAnimScale( 1, animScalerZ );
if ( canDoLongerEndAnim )
PlayAnimNUntilNotetrack( animState, 4, "canned_traverse", "stop_teleport", ::alienTraverseNotetrackHandler );
else
PlayAnimNUntilNotetrack( animState, 3, "canned_traverse", "stop_teleport", ::alienTraverseNotetrackHandler );
//Final horizontal adjustment, making sure alien will end at the traverse End node
selfToEndXY = distance2D( self.origin, endNode.origin );
animScalerXY = selfToEndXY / stopToEndAnimDeltaXY;
self ScrAgentSetAnimScale( animScalerXY, 1 );
self WaitUntilNotetrack( "canned_traverse", "end" );
}
/////////////////////
// Climb down
alienClimbDown( startNode, endNode, animState )
{
startAnim = self GetAnimEntry( animState, 0 );
loopAnim = self GetAnimEntry( animState, 1 );
slideAnim = self GetAnimEntry( animState, 2 );
endAnim = self GetAnimEntry( animState, 3 );
jumpOffEndAnim = self GetAnimEntry( animState, 4 );
totalHeight= startNode.origin[ 2 ] - endNode.origin[ 2 ];
startAnimHeight = -1 * GetMoveDelta( startAnim, 0, 1 )[ 2 ];
slideAnimHeight = -1 * GetMoveDelta( slideAnim, 0, 1 )[ 2 ];
loopAnimHeight = -1 * GetMoveDelta( loopAnim, 0, 1 )[ 2 ];
endAnimHeight = -1 * GetMoveDelta( endAnim, 0, 1 )[ 2 ];
jumpOffEndAnimHeight = -1 * GetMoveDelta( jumpOffEndAnim, 0, 1 )[ 2 ];
if ( totalHeight < ( startAnimHeight + endAnimHeight ) )
Println( "ERROR: Height is too short for " + animState + ". Modify the geo or use another traversal." );
endAnimToPlay = endAnim;
endAnimToPlayHeight = endAnimHeight;
canDoJump = false;
//Determine whether alien can play the jump off anim for end
if ( self canDoJumpForEnd( startnode, endNode, startAnim, jumpOffEndAnim ))
{
endAnimToPlay = jumpOffEndAnim;
endAnimToPlayHeight = jumpOffEndAnimHeight;
canDoJump = true;
}
distForSlideAndLoop = totalHeight - ( startAnimHeight + endAnimToPlayHeight );
canDoSlide = false;
numOfLoop = 0;
if ( distForSlideAndLoop > 0 )
{
canDoSlide = ( distForSlideAndLoop - slideAnimHeight ) > 0;
numOfLoop = max ( 0, floor (( distForSlideAndLoop - canDoSlide * slideAnimHeight ) / loopAnimHeight ));
}
self ScrAgentSetAnimScale( 1, 1 );
self traverseClimbDownLerp( startAnim, startNode );
PlayAnimNUntilNotetrack( animState, 0, "canned_traverse", "end" );
slideAndLoopAnimHeight = canDoSlide * slideAnimHeight + numOfLoop * loopAnimHeight;
if ( slideAndLoopAnimHeight > 0 )
{
animScaler = abs( ( distForSlideAndLoop )/ slideAndLoopAnimHeight );
self ScrAgentSetAnimScale( 1, animScaler );
}
//<Note J.C.>: Playing the loop and slide animation from the same anim state has caused the following issue.:
// (1) The "will_finish_soon" notetrack will fire off immediately due to the short anim length for the slide anim,
// causing the slide animation to not play
// (2) When this happens, the alien will keep playing the loop animation even when the jump-off state is activated.
// If time permits, we need to look into how situations like this should be prevented.
for ( i = 0; i < numOfLoop; i++ )
{
PlayAnimNUntilNotetrack( "traverse_climb_down_loop", 0, "traverse_climb_down_loop", "end" );
}
if ( canDoSlide )
PlayAnimNUntilNotetrack( "traverse_climb_down_slide", 0, "traverse_climb_down_slide", "end" );
//Final height adjustment, making sure alien ends up on the ground when finish
teleportStartTime = getNoteTrackTimes( endAnimToPlay, "climb_down_teleport" ) [ 0 ];
teleportEndTime = getNoteTrackTimes( endAnimToPlay, "stop_teleport" ) [ 0 ];
animHeightAfterNotetrack = -1 * GetMoveDelta( endAnimToPlay, teleportStartTime, teleportEndTime )[ 2 ];
heightAdjustment = abs( self.origin[ 2 ] - endNode.origin[ 2 ] - abs ( GetMoveDelta( endAnimToPlay, teleportEndTime, 1 )[ 2 ] ) );
animScaler = heightAdjustment / animHeightAfterNotetrack;
self ScrAgentSetAnimScale( 1, animScaler );
if ( canDoJump )
PlayAnimNUntilNotetrack( animState, 4, "canned_traverse", "stop_teleport" );
else
PlayAnimNUntilNotetrack( animState, 3, "canned_traverse", "stop_teleport" );
self ScrAgentSetAnimScale( 1, 1 );
self ScrAgentSetPhysicsMode( "gravity" );
self WaitUntilNotetrack( "canned_traverse", "end" );
}
traverseAnimLerp( startAnim, startNode )
{
// Make sure we're oriented exactly with the node -
// lerp to the correct position for the first part of the anim
lerp_time = maps\mp\agents\alien\_alien_anim_utils::getLerpTime( startAnim );
lerp_target_pos = maps\mp\agents\alien\_alien_anim_utils::getPosInSpaceAtAnimTime( startAnim, startNode.origin, startNode.angles, lerp_time );
thread maps\mp\agents\alien\_alien_anim_utils::doLerp( lerp_target_pos, lerp_time );
}
traverseClimbDownLerp( startAnim, startNode )
{
VERTICAL_DROP = -30; // For climb down, go down when attempt to locate the vertical edge
HORIZONTAL_EXTENSION = 60; // Further extend horizontally for nodes places close to the vertical edge
doTraverseClimbLerp( startAnim, startNode, VERTICAL_DROP, HORIZONTAL_EXTENSION, true );
}
traverseClimbUpLerp( startAnim, startNode )
{
VERTICAL_RAISE = 0; // For climb up, go up when attempt to locate the vertical edge
HORIZONTAL_EXTENSION = 50; // Further extend horizontally for nodes places placed far from the vertical edge
doTraverseClimbLerp( startAnim, startNode, VERTICAL_RAISE, HORIZONTAL_EXTENSION, false );
}
doTraverseClimbLerp( startAnim, startNode, verticalProbeDis, horizontalProbeDis, probeForward )
{
lerp_time = maps\mp\agents\alien\_alien_anim_utils::getLerpTime( startAnim );
lerp_target_pos = maps\mp\agents\alien\_alien_anim_utils::getPosInSpaceAtAnimTime( startAnim, startNode.origin, startNode.angles, lerp_time );
if ( probeForward )
horizontal_probe_direction = ( lerp_target_pos - startNode.origin ) * ( 1, 1, 0 );
else
horizontal_probe_direction = ( startNode.origin - lerp_target_pos ) * ( 1, 1, 0 );
horizontal_offset = vectorNormalize( horizontal_probe_direction );
horizontal_offset *= horizontalProbeDis;
anim_end_pos = maps\mp\agents\alien\_alien_anim_utils::getPosInSpaceAtAnimTime( startAnim, startNode.origin, startNode.angles, GetAnimLength( startAnim ) );
end_pos_aligned = alignToVerticalEdge( anim_end_pos, verticalProbeDis, horizontal_offset );
xy_displacement = end_pos_aligned - anim_end_pos;
lerp_target_pos += xy_displacement;
thread maps\mp\agents\alien\_alien_anim_utils::doLerp( lerp_target_pos, lerp_time );
}
alignToVerticalEdge( lerp_target_pos, vertical_displacement, horizontal_offset )
{
BACKWARD_SCALAR = 3.0; // When doing a backward trace toward the lerp_target_pos, extend the horizontal_offset further to
// make sure we hit the vertical edge
lerp_target_pos += horizontal_offset;
lerp_target_pos += ( 0, 0, vertical_displacement );
trace_end_pos = lerp_target_pos - horizontal_offset * BACKWARD_SCALAR;
trace = bulletTrace( lerp_target_pos, trace_end_pos, false );
lerp_target_pos = trace["position"];
lerp_target_pos += ( 0, 0, -1 * vertical_displacement );
return lerp_target_pos;
}
canDoJumpForEnd( startnode, endNode, startAnim, jumpAnim )
{
TRACE_START_FORWARD_PADDING = 10;
TRACE_END_UP_PADDING = ( 0, 0, 10 );
TRACE_CAPSULE_RADIUS = 5;
TRACE_CAPSULE_HEIGHT = self.height;
startAnimDelta = GetMoveDelta( startAnim, 0, 1 );
startAnimDeltaXY = Length2D ( startAnimDelta );
startAnimDeltaZ = startAnimDelta [ 2 ] * -1;
jumpAnimDelta = GetMoveDelta( jumpAnim, 0, 1 );
jumpAnimDeltaXY = Length2D ( jumpAnimDelta );
jumpAnimDeltaZ = jumpAnimDelta[ 2 ] * -1;
startToEndXY = VectorNormalize (( endNode.origin - startnode.origin ) * ( 1, 1, 0 ));
startAnimEndPos = startnode.origin + startToEndXY * startAnimDeltaXY - ( 0, 0, startAnimDeltaZ );
startAnimEndGroundPos = PhysicsTrace( startAnimEndPos, startAnimEndPos + ( 0, 0, -2000 ) );
startAnimEndAboveGround = ( startAnimEndPos - startAnimEndGroundPos ) [ 2 ];
if ( startAnimEndAboveGround < jumpAnimDeltaZ )
return false;
jumpStartPos = startAnimEndGroundPos + ( 0, 0, jumpAnimDeltaZ );
jumpEndPos = startAnimEndGroundPos + startToEndXY * jumpAnimDeltaXY;
traceStartPos = jumpStartPos + startToEndXY * TRACE_START_FORWARD_PADDING;
traceEndPos = jumpEndPos + TRACE_END_UP_PADDING;
return ( self AIPhysicsTracePassed( traceStartPos, traceEndPos, TRACE_CAPSULE_RADIUS, TRACE_CAPSULE_HEIGHT, false ) );
}
alienWallRun( startNode, endNode, animState )
{
self.oriented = true;
startToEnd = endNode.origin - startNode.origin;
up = AnglesToUp( endNode.angles );
forward = VectorNormalize( startToEnd );
left = VectorCross( up, forward );
forward = VectorCross( left, up );
right = (0,0,0) - left;
startToEndAngles = AxisToAngles( forward, right, up );
self ScrAgentSetOrientMode( "face angle abs", startToEndAngles );
animEntry = self GetAnimEntry( animState, 0 );
time = GetAnimLength( animEntry );
moveDelta = GetMoveDelta( animEntry );
dist = Length( moveDelta );
distToEnd = Length( endNode.origin - self.origin );
lerpTime = time * ( distToEnd / dist );
self ScrAgentDoAnimLerp( self.origin, endNode.origin, lerpTime );
self SetAnimState( animState, 0 );
wait( lerpTime );
self alienWallRun_WaitForAngles( startToEndAngles );
}
alienWallRun_AnglesAlmostEqual( angles1, angles2, diff )
{
if ( abs( angleClamp180( angles2[0] - angles1[0] ) > diff ) )
return false;
if ( abs( angleClamp180( angles2[1] - angles1[1] ) > diff ) )
return false;
if ( abs( angleClamp180( angles2[2] - angles1[2] ) > diff ) )
return false;
return true;
}
// do a little extra wait, time out after 0.5s in case something changes.
// make sure we're within 5 degrees of our desired angles, but also cancel
// out if we're not actually closing in our desired angles because maybe
// something changed out our desired angles.
// *hocus-pocus-handwavey-insurance*
alienWallRun_WaitForAngles( desiredAngles )
{
previousDiff = 360;
waitTime = 0.5;
while ( waitTime > 0 )
{
// do an extra check, in addition to the anglesdelta, to see if the angles are close to
// each other, because anglesdelta SREs if they're too close. which seems rather unuseful.
if ( alienWallRun_AnglesAlmostEqual( self.angles, desiredAngles, 1 ) )
break;
diff = AnglesDelta( desiredAngles, self.angles );
if ( diff < 5 || diff >= previousDiff )
break;
previousDiff = diff;
wait( 0.05 );
waitTime -= 0.05;
}
}

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#include maps\mp\agents\_scriptedAgents;
#include common_scripts\utility;
main()
{
self.animSubstate = "none";
self SetTimeOfNextSound();
self.timeOfNextSound += 2000;
self.bIdleHitReaction = false;
self ScrAgentSetGoalPos( self.origin );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetPhysicsMode( "gravity" );
self UpdateState();
}
end_script()
{
if ( IsDefined( self.prevTurnRate ) )
{
self ScrAgentSetMaxTurnSpeed( self.prevTurnRate );
self.prevTurnRate = undefined;
}
}
UpdateState()
{
self endon( "killanimscript" );
self endon( "cancelidleloop" );
while ( true )
{
prevState = self.animSubstate;
nextState = self DetermineState();
if ( nextState != self.animSubstate )
self EnterState( nextState );
self UpdateAngle();
switch ( self.animSubstate )
{
case "idle_combat":
wait( 0.2 );
break;
case "idle_noncombat":
if ( prevState == "none" )
{
if ( self.moveMode == "run" || self.moveMode == "sprint" )
self PlaySoundOnMovingEnt( ter_op( self.bIsWolf, "anml_wolf_pants_mp_fast", "anml_dog_pants_mp_fast" ) );
else
self PlaySoundOnMovingEnt( ter_op( self.bIsWolf, "anml_wolf_pants_mp_med", "anml_dog_pants_mp_med" ) );
}
else
{
if ( GetTime() > self.timeOfNextSound )
{
if ( RandomInt(10) < 4 )
self PlaySoundOnMovingEnt( ter_op( self.bIsWolf, "anml_wolf_whine", "anml_dog_whine" ) );
else
self PlaySoundOnMovingEnt( ter_op( self.bIsWolf, "anml_wolf_pants_mp_med", "anml_dog_pants_mp_med" ) );
self SetTimeOfNextSound();
}
}
wait ( 0.5 );
break;
default:
assertmsg( "unknown dog stop state " + self.animSubstate );
wait( 1 );
break;
}
}
}
DetermineState()
{
if ( ShouldAttackIdle() )
return "idle_combat";
else
return "idle_noncombat";
}
EnterState( state )
{
self ExitState( self.animSubstate );
self.animSubstate = state;
PlayIdleAnim();
}
ExitState( prevState )
{
if ( IsDefined( self.prevTurnRate ) )
{
self ScrAgentSetMaxTurnSpeed( self.prevTurnRate );
self.prevTurnRate = undefined;
}
}
PlayIdleAnim()
{
if ( self.animSubstate == "idle_combat" )
self SetAnimState( "attack_idle" );
else
self SetAnimState( "casual_idle" );
}
UpdateAngle()
{
faceTarget = undefined;
if ( IsDefined( self.enemy ) && DistanceSquared( self.enemy.origin, self.origin ) < 1024 * 1024 )
faceTarget = self.enemy;
else if ( IsDefined( self.owner ) && DistanceSquared( self.owner.origin, self.origin ) > 24 * 24 )
faceTarget = self.owner;
if ( IsDefined( faceTarget ) )
{
meToTarget = faceTarget.origin - self.origin;
meToTargetAngles = VectorToAngles( meToTarget );
if ( abs( AngleClamp180( meToTargetAngles[1] - self.angles[1] ) ) > 1 )
self TurnToAngle( meToTargetAngles[1] );
}
}
ShouldAttackIdle()
{
return isdefined( self.enemy )
&& maps\mp\_utility::IsReallyAlive( self.enemy )
&& distanceSquared( self.origin, self.enemy.origin ) < 1000000;
//&& self SeeRecently( self.enemy, 5 );
}
GetTurnAnimState( angleDiff )
{
if ( self ShouldAttackIdle() )
{
if ( angleDiff < -135 || angleDiff > 135 )
return "attack_turn_180";
else if ( angleDiff < 0 )
return "attack_turn_right_90";
else
return "attack_turn_left_90";
}
else
{
if ( angleDiff < -135 || angleDiff > 135 )
return "casual_turn_180";
else if ( angleDiff < 0 )
return "casual_turn_right_90";
else
return "casual_turn_left_90";
}
}
TurnToAngle( desiredAngle )
{
currentAngle = self.angles[1];
angleDiff = AngleClamp180( desiredAngle - currentAngle );
if ( -0.5 < angleDiff && angleDiff < 0.5 )
return;
if ( -10 < angleDiff && angleDiff < 10 )
{
RotateToAngle( desiredAngle, 2 );
return;
}
animState = GetTurnAnimState( angleDiff );
turnAnim = self GetAnimEntry( animState, 0 );
animLength = GetAnimLength( turnAnim );
animAngleDelta = GetAngleDelta3D( turnAnim );
self ScrAgentSetAnimMode( "anim angle delta" );
if ( AnimHasNotetrack( turnAnim, "turn_begin" ) && AnimHasNotetrack( turnAnim, "turn_end" ) )
{
self PlayAnimNUntilNotetrack( animState, 0, "turn_in_place" );
beginTimes = GetNotetrackTimes( turnAnim, "turn_begin" );
endTimes = GetNotetrackTimes( turnAnim, "turn_end" );
turnTime = (endTimes[0] - beginTimes[0]) * animLength;
turnAdjust = AngleClamp180( angleDiff - animAngleDelta[1] );
turnSpeed = abs(turnAdjust) / turnTime / 20;
turnSpeed = turnSpeed * 3.14159 / 180; // radians per frame.
angles = ( 0, AngleClamp180( self.angles[1] + turnAdjust ), 0 );
self.prevTurnRate = self ScrAgentGetMaxTurnSpeed();
self ScrAgentSetMaxTurnSpeed( turnSpeed );
self ScrAgentSetOrientMode( "face angle abs", angles );
self WaitUntilNotetrack( "turn_in_place", "turn_end" );
self ScrAgentSetMaxTurnSpeed( self.prevTurnRate );
self.prevTurnRate = undefined;
self WaitUntilNotetrack( "turn_in_place", "end" );
}
else
{
self.prevTurnRate = self ScrAgentGetMaxTurnSpeed();
turnSpeed = abs( AngleClamp180(angleDiff-animAngleDelta[1]) ) / animLength / 20;
turnSpeed = turnSpeed * 3.14159 / 180;
self ScrAgentSetMaxTurnSpeed( turnSpeed ); // radians per frame.
angles = ( 0, AngleClamp180( desiredAngle - animAngleDelta[1] ), 0 );
self ScrAgentSetOrientMode( "face angle abs", angles );
self PlayAnimNUntilNotetrack( animState, 0, "turn_in_place" );
self ScrAgentSetMaxTurnSpeed( self.prevTurnRate );
self.prevTurnRate = undefined;
}
self ScrAgentSetAnimMode( "anim deltas" );
self PlayIdleAnim();
}
RotateToAngle( desiredAngle, tolerance )
{
if ( abs( AngleClamp180( desiredAngle - self.angles[1] ) ) <= tolerance )
return;
angles = ( 0, desiredAngle, 0 );
self ScrAgentSetOrientMode( "face angle abs", angles );
while ( AngleClamp180( desiredAngle - self.angles[1] ) > tolerance )
wait ( 0.1 );
}
SetTimeOfNextSound()
{
self.timeOfNextSound = GetTime() + 8000 + RandomInt( 5000 );
}
DoHitReaction( hitAngle )
{
self.bLockGoalPos = true;
self.stateLocked = true;
self.bIdleHitReaction = true;
// hitAngle is angle from me to damage
angleDiff = AngleClamp180( hitAngle - self.angles[1] );
if ( angleDiff > 0 )
animIndex = 1; // left
else
animIndex = 0; // right
self notify( "cancelidleloop" );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self PlayAnimNUntilNotetrack( "stand_pain", animIndex, "stand_pain" );
self.bLockGoalPos = false;
self.stateLocked = false;
self.bIdleHitReaction = false;
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self.animSubstate = "none";
self thread UpdateState();
}
OnDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if ( self.bIdleHitReaction )
return;
hitDirToAngles = VectorToAngles( vDir );
hitAngle = hitDirToAngles[1] - 180;
self DoHitReaction( hitAngle );
}
OnFlashbanged( origin, percent_distance, percent_angle, attacker, teamName, extraDuration )
{
if ( self.bIdleHitReaction )
return;
DoHitReaction( self.angles[1] + 180 );
}

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#include maps\mp\agents\_scriptedAgents;
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
self endon( "death" );
self endon( "killanimscript" );
assert( IsDefined( self.curMeleeTarget ) );
self.curMeleeTarget endon( "disconnect" );
// get desired end pos.
meToTarget = self.curMeleeTarget.origin - self.origin;
distMeToTarget = Length( meToTarget );
bTestCanMove = true;
if ( distMeToTarget < self.attackOffset )
{
attackPos = self.origin;
bTestCanMove = false;
}
else
{
meToTarget = meToTarget / distMeToTarget;
attackPos = self.curMeleeTarget.origin - meToTarget * self.attackOffset;
}
bLerp = false;
startPos = self.origin + (0,0,30);
endPos = self.curMeleeTarget.origin + (0,0,30);
hitPos = PhysicsTrace( startPos, endPos );
if ( DistanceSquared( hitPos, endPos ) > 1 )
{
self MeleeFailed();
return;
}
if ( bTestCanMove )
bCanMoveToAttackPos = self CanMovePointToPoint( self.origin, attackPos );
else
bCanMoveToAttackPos = true;
animEntry = undefined;
if ( !bCanMoveToAttackPos )
{
bShouldDoExtendedKill = false;
}
else
{
animEntry = self ShouldDoExtendedKill( self.curMeleeTarget );
bShouldDoExtendedKill = IsDefined( animEntry );
}
self.bLockGoalPos = true;
if ( bShouldDoExtendedKill )
{
assert( IsDefined( animEntry ) );
self DoExtendedKill( animEntry );
}
else
{
self DoStandardKill( attackPos, bCanMoveToAttackPos );
}
}
end_script()
{
self ScrAgentSetAnimScale( 1, 1 );
self.bLockGoalPos = false;
}
GetMeleeAnimState()
{
return "attack_run_and_jump";
}
// returns kill direction, if any.
ShouldDoExtendedKill( victim )
{
if( !self.enableExtendedKill )
return undefined;
cMaxHeightDiff = 4;
if ( !IsGameParticipant( victim ) ) // humans only.
return undefined;
if ( self IsProtectedByRiotshield( victim ) )
return undefined;
if ( victim IsJuggernaut() )
return undefined;
victimToMe = self.origin - victim.origin;
if ( abs( victimToMe[2] ) > cMaxHeightDiff )
return undefined;
victimToMe2D = VectorNormalize( (victimToMe[0], victimToMe[1], 0) );
victimFacing = AnglesToForward( victim.angles );
angleToMe = VectorDot( victimFacing, victimToMe2D );
if ( angleToMe > 0.707 )
{
animEntry = 0; // front
snappedVictimToMe = RotateVector( ( 1, 0, 0 ), victim.angles );
}
else if ( angleToMe < -0.707 )
{
animEntry = 1; // back
snappedVictimToMe = RotateVector( (-1, 0, 0), victim.angles );
}
else
{
cross = maps\mp\agents\dog\_dog_think::cross2D( victimToMe, victimFacing );
if ( cross > 0 )
{
animEntry = 3; // right
snappedVictimToMe = RotateVector( (0, -1, 0), victim.angles );
}
else
{
animEntry = 2; // left
snappedVictimToMe = RotateVector( (0, 1, 0), victim.angles );
}
}
if ( animEntry == 1 )
cClearanceRequired = 128;
else
cClearanceRequired = 96;
landPos = victim.origin - cClearanceRequired * snappedVictimToMe;
landPosDropped = self DropPosToGround( landPos );
if ( !IsDefined( landPosDropped ) )
return undefined;
if ( abs( landPosDropped[2] - landPos[2] ) > cMaxHeightDiff )
return undefined;
if ( !self AIPhysicsTracePassed( victim.origin + (0,0,4), landPosDropped + (0,0,4), self.radius, self.height ) )
return undefined;
return animEntry;
}
DoExtendedKill( animEntry )
{
meleeAnimState = "attack_extended";
self DoMeleeDamage( self.curMeleeTarget, self.curMeleeTarget.health, "MOD_MELEE_DOG" );
attackAnim = self GetAnimEntry( meleeAnimState, animEntry );
self thread ExtendedKill_StickToVictim( attackAnim, self.curMeleeTarget.origin, self.curMeleeTarget.angles );
if ( animEntry == 1 ) // back
self PlaySoundOnMovingEnt( ter_op( self.bIsWolf, "mp_wolf_attack_quick_back_npc", "mp_dog_attack_quick_back_npc" ) );
else
self PlaySoundOnMovingEnt( ter_op( self.bIsWolf, "mp_wolf_attack_short_npc", "mp_dog_attack_short_npc" ) );
self PlayAnimNUntilNotetrack( meleeAnimState, animEntry, "attack", "end" );
self notify( "kill_stick" );
self.curMeleeTarget = undefined;
self ScrAgentSetAnimMode( "anim deltas" );
self Unlink();
}
ExtendedKill_StickToVictim( attackAnim, targetOrigin, targetAngles )
{
self endon( "death" );
self endon( "killanimscript" );
self endon( "kill_stick" );
wait( 0.05 ); // must wait for anim to kick in before we can properly calculate our offsets.
assert( IsDefined( self.curMeleeTarget ) );
if ( IsAlive( self.curMeleeTarget ) ) // godmode, etc.
return;
corpse = self.curMeleeTarget GetCorpseEntity();
assert( IsDefined( corpse ) );
self LinkTo( corpse );
self ScrAgentDoAnimRelative( attackAnim, targetOrigin, targetAngles );
}
DoStandardKill( attackPos, bCanMoveToAttackPos )
{
meleeAnimState = self GetMeleeAnimState();
bLerp = false;
if ( !bCanMoveToAttackPos )
{
if ( self AgentCanSeeSentient( self.curMeleeTarget ) )
{
groundPos = self DropPosToGround( self.curMeleeTarget.origin );
if ( IsDefined( groundPos ) )
{
bLerp = true;
attackPos = groundPos; // i'm going to clip the heck through him, but i need a guaranteed safe spot.
}
else
{
self MeleeFailed();
return;
}
}
else
{
self MeleeFailed();
return;
}
}
self.lastMeleeFailedMyPos = undefined;
self.lastMeleeFailedPos = undefined;
attackAnim = self GetAnimEntry( meleeAnimState, 0 );
animLength = GetAnimLength( attackAnim );
meleeNotetracks = GetNotetrackTimes( attackAnim, "dog_melee" );
if ( meleeNotetracks.size > 0 )
lerpTime = meleeNotetracks[0] * animLength;
else
lerpTime = animLength;
self ScrAgentDoAnimLerp( self.origin, attackPos, lerpTime );
self thread UpdateLerpPos( self.curMeleeTarget, lerpTime, bCanMoveToAttackPos );
self PlayAnimNUntilNotetrack( meleeAnimState, 0, "attack", "dog_melee" );
self notify( "cancel_updatelerppos" );
damageDealt = 0;
if( IsDefined( self.curMeleeTarget ) )
damageDealt = self.curMeleeTarget.health;
if( IsDefined( self.meleeDamage ) )
damageDealt = self.meleeDamage;
if( IsDefined( self.curMeleeTarget ) )
self DoMeleeDamage( self.curMeleeTarget, damageDealt, "MOD_IMPACT" );
self.curMeleeTarget = undefined; // dude's dead now, or soon will be.
if ( bLerp )
self ScrAgentSetAnimScale( 0, 1 );
else
self ScrAgentSetAnimScale( 1, 1 );
self ScrAgentSetPhysicsMode( "gravity" );
self ScrAgentSetAnimMode( "anim deltas" );
self WaitUntilNotetrack( "attack", "end" );
}
UpdateLerpPos( enemy, lerpTime, bCanMoveToAttackPos )
{
self endon( "killanimscript" );
self endon( "death" );
self endon( "cancel_updatelerppos" );
enemy endon( "disconnect" );
enemy endon( "death" );
timeRemaining = lerpTime;
interval = 0.05;
while ( true )
{
wait( interval );
timeRemaining -= interval;
if ( timeRemaining <= 0 )
break;
attackPos = GetUpdatedAttackPos( enemy, bCanMoveToAttackPos );
if ( !IsDefined( attackPos ) )
break;
self ScrAgentDoAnimLerp( self.origin, attackPos, timeRemaining );
}
}
GetUpdatedAttackPos( enemy, bCanMove )
{
if ( !bCanMove )
{
droppedPos = self DropPosToGround( enemy.origin );
return droppedPos;
}
else
{
meToTarget = enemy.origin - self.origin;
distMeToTarget = Length( meToTarget );
if ( distMeToTarget < self.attackOffset )
{
return self.origin;
}
else
{
meToTarget = meToTarget / distMeToTarget;
attackPos = enemy.origin - meToTarget * self.attackOffset;
if ( self CanMovePointToPoint( self.origin, attackPos ) )
return attackPos;
else
return undefined;
}
}
}
IsProtectedByRiotshield( enemy )
{
if ( IsDefined( enemy.hasRiotShield ) && enemy.hasRiotShield )
{
enemyToMe = self.origin - enemy.origin;
meToEnemy = VectorNormalize( ( enemyToMe[0], enemyToMe[1], 0 ) );
enemyFacing = AnglesToForward( enemy.angles );
angleToMe = VectorDot( enemyFacing, enemyToMe );
if ( enemy.hasRiotShieldEquipped )
{
if ( angleToMe > 0.766 )
return true;
}
else
{
if ( angleToMe < -0.766 )
return true;
}
}
return false;
}
DoMeleeDamage( enemy, damage, meansOfDeath )
{
if ( self IsProtectedByRiotshield( enemy ) )
return;
enemy DoDamage( damage, self.origin, self, self, meansOfDeath );
}
MeleeFailed()
{
self.lastMeleeFailedMyPos = self.origin;
self.lastMeleeFailedPos = self.curMeleeTarget.origin;
}

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#include common_scripts\utility;
#include maps\mp\agents\_scriptedAgents;
main()
{
self endon( "killanimscript" );
self.bLockGoalPos = false;
self ScrAgentSetPhysicsMode( "gravity" );
self StartMove();
self ContinueMovement();
}
end_script()
{
self.bLockGoalPos = false;
self CancelAllBut( undefined );
self ScrAgentSetAnimScale( 1, 1 );
}
SetupMovement()
{
self thread WaitForRunWalkChange();
self thread WaitForSharpTurn();
self thread WaitForStop();
//self thread WaitForStopEarly();
//self thread HandleMoveLoopFootsteps();
}
ContinueMovement()
{
self SetupMovement();
self ScrAgentSetAnimMode( "code_move" );
self ScrAgentSetOrientMode( "face motion" );
self ScrAgentSetAnimScale( 1, 1 );
self SetMoveAnim( self.moveMode );
}
SetMoveAnim( moveMode )
{
self SetAnimState( moveMode );
}
WaitForRunWalkChange()
{
self endon( "dogmove_endwait_runwalk" );
curMovement = self.moveMode;
while ( true )
{
if ( curMovement != self.moveMode )
{
self SetMoveAnim( self.moveMode );
curMovement = self.moveMode;
}
wait( 0.1 );
}
}
DoSharpTurn( newDir )
{
lookaheadAngles = VectorToAngles( newDir );
angleDiff = AngleClamp180( lookaheadAngles[1] - self.angles[1] );
angleIndex = GetAngleIndex( angleDiff );
if ( angleIndex == 4 ) // 4 means this turn wasn't sharp enough for me to care. (angle ~= 0)
{
ContinueMovement();
return;
}
animState = "sharp_turn";
turnAnim = self GetAnimEntry( animState, angleIndex );
animAngleDelta = GetAngleDelta( turnAnim );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", ( 0, AngleClamp180( lookaheadAngles[1] - animAngleDelta ), 0 ) );
self PlayAnimNUntilNotetrack( animState, angleIndex, "sharp_turn" );
self ContinueMovement();
}
WaitForSharpTurn()
{
self endon( "dogmove_endwait_sharpturn" );
self waittill( "path_dir_change", newDir );
self CancelAllBut( "sharpturn" );
self DoSharpTurn( newDir );
}
WaitForStop()
{
self endon( "dogmove_endwait_stop" );
self waittill( "stop_soon" );
if ( IsDefined( self.bArrivalsEnabled ) && !self.bArrivalsEnabled )
{
self thread WaitForStop();
return;
}
stopState = self GetStopAnimState();
stopAnim = self GetAnimEntry( stopState.state, stopState.index );
stopDelta = GetMoveDelta( stopAnim );
stopAngleDelta = GetAngleDelta( stopAnim );
goalPos = self GetPathGoalPos();
assert( IsDefined( goalPos ) );
meToStop = goalPos - self.origin;
// not enough room left to play the animation. abort. (i'm willing to squish/scale the anim up to 12 units.)
if ( Length( meToStop ) + 12 < Length( stopDelta ) )
{
self thread WaitForStop();
return;
}
stopData = self GetStopData();
stopStartPos = self CalcAnimStartPos( stopData.pos, stopData.angles[1], stopDelta, stopAngleDelta );
stopStartPosDropped = DropPosToGround( stopStartPos );
if ( !IsDefined( stopStartPosDropped ) )
{
self thread WaitForStop();
return;
}
if ( !self CanMovePointToPoint( stopData.pos, stopStartPosDropped ) )
{
self thread WaitForStop();
return;
}
self CancelAllBut( "stop" );
self thread WaitForPathSetWhileStopping();
self thread WaitForSharpTurnWhileStopping();
if ( DistanceSquared( stopStartPos, self.origin ) > 4 )
{
self ScrAgentSetWaypoint( stopStartPos );
self thread WaitForBlockedWhileStopping();
self waittill( "waypoint_reached" );
self notify( "dogmove_endwait_blockedwhilestopping" );
}
facingDir = goalPos - self.origin;
facingAngles = VectorToAngles( facingDir );
facingYaw = ( 0, facingAngles[1] - stopAngleDelta, 0 );
// scale the anim if necessary, to make sure we end up where we wanted to end up.
scaleFactors = GetAnimScaleFactors( goalPos - self.origin, stopDelta );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", facingYaw, ( 0, facingAngles[1], 0 ) );
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self PlayAnimNUntilNotetrack( stopState.state, stopState.index, "move_stop" );
self ScrAgentSetGoalPos( self.origin ); // whether i got where i was going, get where i got.
}
WaitForPathSetWhileStopping()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_pathsetwhilestopping" );
oldGoalPos = self ScrAgentGetGoalPos();
self waittill( "path_set" );
newGoalPos = self ScrAgentGetGoalPos();
if ( DistanceSquared( oldGoalPos, newGoalPos ) < 1 )
{
self thread WaitForPathSetWhileStopping();
return;
}
self notify( "dogmove_endwait_stop" );
self notify( "dogmove_endwait_sharpturnwhilestopping" );
self ContinueMovement();
}
WaitForSharpTurnWhileStopping()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_sharpturnwhilestopping" );
self waittill( "path_dir_change", newDir );
self notify( "dogmove_endwait_pathsetwhilestopping" );
self notify( "dogmove_endwait_stop" );
self DoSharpTurn( newDir );
}
WaitForBlockedWhileStopping()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_blockedwhilestopping" );
self waittill( "path_blocked" );
self notify( "dogmove_endwait_stop" );
self ScrAgentSetWaypoint( undefined );
}
WaitForStopEarly()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_stopearly" );
stopAnim = self GetAnimEntry( "move_stop_4", 0 );
stopAnimTranslation = GetMoveDelta( stopAnim );
stoppingDistance = Length( stopAnimTranslation );
offset = self.preferredOffsetFromOwner + stoppingDistance;
offsetSq = offset * offset;
if ( DistanceSquared( self.origin, self.owner.origin ) <= offsetSq )
return;
while ( true )
{
if ( !IsDefined( self.owner ) )
break;
if ( DistanceSquared( self.origin, self.owner.origin ) < offsetSq )
{
stopPos = self LocalToWorldCoords( stopAnimTranslation );
self ScrAgentSetGoalPos( stopPos );
break;
}
wait( 0.1 );
}
}
CancelAllBut( doNotCancel )
{
cleanups = [ "runwalk", "sharpturn", "stop", "pathsetwhilestopping", "blockedwhilestopping", "sharpturnwhilestopping", "stopearly" ];
bCheckDoNotCancel = IsDefined( doNotCancel );
foreach ( cleanup in cleanups )
{
if ( bCheckDoNotCancel && cleanup == doNotCancel )
continue;
self notify( "dogmove_endwait_" + cleanup );
}
}
StartMove()
{
negStartNode = self GetNegotiationStartNode();
if ( IsDefined( negStartNode ) )
goalPos = negStartNode.origin;
else
goalPos = self GetPathGoalPos();
// don't play start if i have no room for the start.
if ( DistanceSquared( goalPos, self.origin ) < 100 * 100 )
return;
lookaheadDir = self GetLookaheadDir();
lookaheadAngles = VectorToAngles( lookaheadDir );
myVelocity = self GetVelocity();
if ( Length2DSquared( myVelocity ) > 16 )
{
myVelocity = VectorNormalize( myVelocity );
if ( VectorDot( myVelocity, lookaheadDir ) > 0.707 )
return; // don't need a start if i'm already moving in the direction i want to move.
}
angleDiff = AngleClamp180( lookaheadAngles[1] - self.angles[1] );
angleIndex = GetAngleIndex( angleDiff );
startAnim = self GetAnimEntry( "move_start", angleIndex );
startAnimTranslation = GetMoveDelta( startAnim );
endPos = RotateVector( startAnimTranslation, self.angles ) + self.origin;
if ( !self CanMovePointToPoint( self.origin, endPos ) )
return;
startAnimAngles = GetAngleDelta3D( startAnim );
self ScrAgentSetAnimMode( "anim deltas" );
if ( 3 <= angleIndex && angleIndex <= 5 )
self ScrAgentSetOrientMode( "face angle abs", ( 0, AngleClamp180( lookaheadAngles[1] - startAnimAngles[1] ), 0 ) );
else
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self.bLockGoalPos = true;
self PlayAnimNUntilNotetrack( "move_start", angleIndex, "move_start" );
self.bLockGoalPos = false;
}
GetStopData()
{
stopData = SpawnStruct();
if ( IsDefined( self.node ) )
{
stopData.pos = self.node.origin;
stopData.angles = self.node.angles;
}
else
{
pathGoalPos = self GetPathGoalPos();
assert( IsDefined( pathGoalPos ) );
stopData.pos = pathGoalPos;
//stopData.angles = self.angles;
stopData.angles = VectorToAngles( self GetLookaheadDir() );
}
return stopData;
}
GetStopAnimState( angle )
{
if ( IsDefined( self.node ) )
{
angleDiff = self.node.angles[1] - self.angles[1];
angleIndex = GetAngleIndex( angleDiff );
}
else
{
angleIndex = 4;
}
result = SpawnStruct();
result.state = "move_stop";
result.index = angleIndex;
return result;
}
CalcAnimStartPos( stopPos, stopAngle, animDelta, animAngleDelta )
{
dAngle = stopAngle - animAngleDelta;
angles = ( 0, dAngle, 0 );
vForward = AnglesToForward( angles );
vRight = AnglesToRight( angles );
forward = vForward * animDelta[0];
right = vRight * animDelta[1];
return stopPos - forward + right;
}
Dog_AddLean()
{
leanFrac = Clamp( self.leanAmount / 25.0, -1, 1 );
if ( leanFrac > 0 )
{
// set lean left( leanFrac );
// set lean right( 0 );
}
else
{
// set lean left( 0 );
// set lean right( 0 - leanFrac );
}
}
HandleFootstepNotetracks( note, animState, animIndex, animTime )
{
if ( true )
return false;
switch ( note )
{
case "footstep_front_left_small":
case "footstep_front_right_small":
case "footstep_back_left_small":
case "footstep_back_right_small":
case "footstep_front_left_large":
case "footstep_front_right_large":
case "footstep_back_left_large":
case "footstep_back_right_large":
{
surfaceType = undefined;
if ( IsDefined( self.surfaceType ) )
{
surfaceType = self.surfaceType;
self.lastSurfaceType = surfaceType;
}
else if ( IsDefined( self.lastSurfaceType ) )
{
surfaceType = self.lastSurfaceType;
}
else
{
surfaceType = "dirt";
}
if ( surfaceType != "dirt" && surfaceType != "concrete" && surfaceType != "wood" && surfaceType != "metal" )
surfaceType = "dirt";
if ( surfaceType == "concrete" ) // code == concrete, sound == cement.
surfaceType = "cement";
//moveType = self.sound_animMoveType;
//if ( !IsDefined( moveType ) )
// moveType = "run";
if ( self.aiState == "traverse" )
moveType = "land";
else if ( self.moveMode == "sprint" )
moveType = "sprint";
else if ( self.moveMode == "fastwalk" )
moveType = "walk";
else
moveType = "run";
self PlaySoundOnMovingEnt( "dogstep_" + moveType + "_" + surfaceType );
if ( IsSubStr( note, "front_left" ) )
{
soundAlias1 = "anml_dog_mvmt_accent";
soundAlias2 = "anml_dog_mvmt_vest";
if ( moveType == "walk" )
suffix = "_npc";
else
suffix = "_run_npc";
self PlaySoundOnMovingEnt( soundAlias1 + suffix );
self PlaySoundOnMovingEnt( soundAlias2 + suffix );
}
}
return true;
}
return false;
}
DoHitReaction( hitAngle )
{
self CancelAllBut( undefined );
self.bLockGoalPos = true;
self.stateLocked = true;
// hitAngle is angle from me to damage
angleDiff = AngleClamp180( hitAngle - self.angles[1] );
if ( angleDiff > 0 )
animIndex = 1; // left
else
animIndex = 0; // right
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self PlayAnimNUntilNotetrack( "run_pain", animIndex, "run_pain" );
self.bLockGoalPos = false;
self.stateLocked = false;
self ContinueMovement();
}
OnDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if ( self.stateLocked )
return;
hitDirToAngles = VectorToAngles( vDir );
hitAngle = hitDirToAngles[1] - 180;
self DoHitReaction( hitAngle );
}
OnFlashbanged( origin, percent_distance, percent_angle, attacker, teamName, extraDuration )
{
if ( self.stateLocked )
return;
DoHitReaction( self.angles[1] + 180 );
}

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#include maps\mp\agents\_scriptedAgents;
main()
{
self endon( "killanimscript" );
if ( !IsDefined( level.dogTraverseAnims ) )
InitDogTraverseAnims();
startNode = self GetNegotiationStartNode();
endNode = self GetNegotiationEndNode();
assert( IsDefined( startNode ) && IsDefined( endNode ) );
animState = undefined;
animState = level.dogTraverseAnims[ startNode.animscript ];
if ( !IsDefined( animState ) )
{
assertmsg( "no animation for traverse " + startNode.animscript );
return;
}
self.bLockGoalPos = true;
startToEnd = endNode.origin - startNode.origin;
startToEnd2D = ( startToEnd[0], startToEnd[1], 0 );
anglesToEnd = VectorToAngles( startToEnd2D );
self ScrAgentSetOrientMode( "face angle abs", anglesToEnd );
self ScrAgentSetAnimMode( "anim deltas" );
traverseAnim = self GetAnimEntry( animState, 0 );
codeMoveNotetracks = GetNotetrackTimes( traverseAnim, "code_move" );
if ( codeMoveNotetracks.size > 0 )
moveDelta = GetMoveDelta( traverseAnim, 0, codeMoveNotetracks[0] );
else
moveDelta = GetMoveDelta( traverseAnim, 0, 1 );
scaleFactors = GetAnimScaleFactors( startToEnd, moveDelta );
self ScrAgentSetPhysicsMode( "noclip" );
// the end node is higher than the start node.
if ( startToEnd[2] > 0 )
{
if ( moveDelta[2] > 0 )
{
jumpStartNotetracks = GetNotetrackTimes( traverseAnim, "traverse_jump_start" );
if ( jumpStartNotetracks.size > 0 )
{
xyScale = 1;
zScale = 1;
if ( Length2DSquared( startToEnd2D ) < 0.8 * 0.8 * Length2DSquared( moveDelta ) )
xyScale = 0.4;
if ( startToEnd[2] < 0.75 * moveDelta[2] )
zScale = 0.5;
self ScrAgentSetAnimScale( xyScale, zScale );
self PlayAnimNUntilNotetrack( animState, 0, "traverse", "traverse_jump_start" );
jumpEndNotetracks = GetNotetrackTimes( traverseAnim, "traverse_jump_end" );
assert( jumpEndNotetracks.size > 0 );
jumpStartMoveDelta = GetMoveDelta( traverseAnim, 0, jumpStartNotetracks[0] );
jumpEndMoveDelta = GetMoveDelta( traverseAnim, 0, jumpEndNotetracks[0] );
xyScale = 1;
zScale = 1;
currentToEnd = endNode.origin - self.origin;
animToEnd = moveDelta - jumpStartMoveDelta;
if ( Length2DSquared( currentToEnd ) < 0.75 * 0.75 * Length2DSquared( animToEnd ) )
xyScale = 0.75;
if ( currentToEnd[2] < 0.75 * animToEnd[2] )
zScale = 0.75;
animJumpEndToEnd = moveDelta - jumpEndMoveDelta;
scaledAnimJumpEndToEnd = ( animJumpEndToEnd[0] * xyScale, animJumpEndToEnd[1] * xyScale, animJumpEndToEnd[2] * zScale );
worldAnimJumpEndToEnd = RotateVector( scaledAnimJumpEndToEnd, anglesToEnd );
nodeJumpEndPos = endNode.origin - worldAnimJumpEndToEnd;
animJumpStartToJumpEnd = jumpEndMoveDelta - jumpStartMoveDelta;
worldAnimJumpStartToJumpEnd = RotateVector( animJumpStartToJumpEnd, anglesToEnd );
currentToNodeJumpEnd = nodeJumpEndPos - self.origin;
scaleFactors = GetAnimScaleFactors( currentToNodeJumpEnd, worldAnimJumpStartToJumpEnd, true);
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self WaitUntilNotetrack( "traverse", "traverse_jump_end" );
self ScrAgentSetAnimScale( xyScale, zScale );
self WaitUntilNotetrack( "traverse", "code_move" );
}
else
{
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self PlayAnimNUntilNotetrack( animState, 0, "traverse" );
}
}
else
{ // can't do negative scale. use lerp.
gravityOnNotetracks = GetNotetrackTimes( traverseAnim, "gravity on" );
if ( gravityOnNotetracks.size > 0 )
{
targetEntPos = startNode GetTargetEntPos();
if ( IsDefined( targetEntPos ) )
{
startToTarget = targetEntPos - self.origin;
targetToEnd = endNode.origin - targetEntPos;
startDelta = GetMoveDelta( traverseAnim, 0, gravityOnNotetracks[0] );
scaleFactors = self GetAnimScaleFactors( startToTarget, startDelta );
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self PlayAnimNUntilNotetrack( animState, 0, "traverse", "gravity on" );
endDelta = GetMoveDelta( traverseAnim, gravityOnNotetracks[0], 1 );
scaleFactors = self GetAnimScaleFactors( targetToEnd, endDelta );
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self WaitUntilNotetrack( "traverse", "code_move" );
return;
}
}
animLength = GetAnimLength( traverseAnim );
self ScrAgentDoAnimLerp( startNode.origin, endNode.origin, animLength );
self PlayAnimNUntilNotetrack( animState, 0, "traverse" );
}
}
else
{
gravityOnNotetracks = GetNotetrackTimes( traverseAnim, "gravity on" );
if ( gravityOnNotetracks.size > 0 )
{
self ScrAgentSetAnimScale( scaleFactors.xy, 1 );
self PlayAnimNUntilNotetrack( animState, 0, "traverse", "gravity on" );
gravityOnMoveDelta = GetMoveDelta( traverseAnim, 0, gravityOnNotetracks[0] );
zAnimDelta = gravityOnMoveDelta[2] - moveDelta[2];
if ( abs( zAnimDelta ) > 0 )
{
zMeToEnd = self.origin[2] - endNode.origin[2];
zScale = zMeToEnd / zAnimDelta;
assert( zScale > 0 );
self ScrAgentSetAnimScale( scaleFactors.xy, zScale );
animrate = Clamp( 2 / zScale, 0.5, 1 );
norestart = animState + "_norestart";
self SetAnimState( norestart, 0, animrate );
}
self WaitUntilNotetrack( "traverse", "code_move" );
}
else
{
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
animrate = Clamp( 2 / scaleFactors.z, 0.5, 1 );
jumpEndNotetracks = GetNotetrackTimes( traverseAnim, "traverse_jump_end" );
if ( jumpEndNotetracks.size > 0 )
{
self PlayAnimNAtRateUntilNotetrack( animState, 0, animrate, "traverse", "traverse_jump_end" );
norestart = animState + "_norestart";
self SetAnimState( norestart, 0, 1 );
self WaitUntilNotetrack( "traverse", "code_move" );
}
else
{
self PlayAnimNUntilNotetrack( animState, 0, "traverse" );
}
}
self ScrAgentSetAnimScale( 1, 1 );
}
}
end_script()
{
self ScrAgentSetAnimScale( 1, 1 );
self.bLockGoalPos = false;
}
GetTargetEntPos()
{
if ( IsDefined( self.targetEntPos ) )
return self.targetEntPos;
targetEnt = GetEnt( self.target, "targetname" );
if ( !IsDefined( targetEnt ) )
return undefined;
self.targetEntPos = targetEnt.origin;
targetEnt delete();
return self.targetEntPos;
}
InitDogTraverseAnims()
{
level.dogTraverseAnims = [];
level.dogTraverseAnims[ "hjk_tree_hop" ] = "traverse_jump_over_24";
level.dogTraverseAnims[ "jump_across_72" ] = "traverse_jump_over_24";
level.dogTraverseAnims[ "wall_hop" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "window_2" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "wall_over_40" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "wall_over" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "window_divethrough_36" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "window_over_40" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "window_over_quick" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "jump_up_80" ] = "traverse_jump_up_70";
level.dogTraverseAnims[ "jump_standing_80" ] = "traverse_jump_up_70";
level.dogTraverseAnims[ "jump_down_80" ] = "traverse_jump_down_70";
level.dogTraverseAnims[ "jump_up_40" ] = "traverse_jump_up_40";
level.dogTraverseAnims[ "jump_down_40" ] = "traverse_jump_down_40";
level.dogTraverseAnims[ "step_up" ] = "traverse_jump_up_24";
level.dogTraverseAnims[ "step_up_24" ] = "traverse_jump_up_24";
level.dogTraverseAnims[ "step_down" ] = "traverse_jump_down_24";
level.dogTraverseAnims[ "jump_down" ] = "traverse_jump_down_24";
level.dogTraverseAnims[ "jump_across" ] = "traverse_jump_over_36";
level.dogTraverseAnims[ "jump_across_100" ] = "traverse_jump_over_36";
}