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2025-05-21 16:23:17 +02:00
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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.ignoreall = false;
self.ignoreme = false;
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;
}
else
{
// As a player
self.moveSpeedScaler = level.basePlayerMoveScale;
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.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 ) && ( !IsDefined( agent.isReserved ) || !agent.isReserved ) )
{
if ( IsDefined(agent.waitingToDeactivate) && agent.waitingToDeactivate )
continue;
if ( IsDefined(level.despawning_agents) && array_contains(level.despawning_agents,agent) )
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");
if ( !IsDefined(level.despawning_agents) )
level.despawning_agents = [];
if ( !array_contains(level.despawning_agents,self) )
level.despawning_agents = array_add(level.despawning_agents,self);
// 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();
//println("** " + GetTime() + " About to clear agent script vars (1) for agent " + self GetEntityNumber() + " of type " + self.agent_type );
// 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;
}
}
}
self.headModel = undefined;
self DetachAll();
self notify("disconnect");
//println("** " + GetTime() + " About to clear agent script vars (2) for agent " + self GetEntityNumber() );
self AgentClearScriptVars(); // This needs to be the last line, anything after this won't execute correctly because the entity has been cleared
level.despawning_agents = array_remove(level.despawning_agents,self);
}
//===========================================
// 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) )
{
if ( type == "all" || 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") )
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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#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();
if ( !InVirtualLobby() )
{
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
while(!IsDefined(level.bot_loadouts_initialized))
wait(0.05); // Agents need to wait until bot loadouts have been initialized
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, "follow_code_and_dev_dvar" );
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.respawn_on_death = undefined;
agent Suicide();
Assert(agent.health == 0); // Ensure that Suicide worked
drop_agent_players--;
wait(0.1);
Assert(!IsDefined(agent.isActive) || !agent.isActive); // Agent should have been deactivated already
}
}
}
}
}
#/
//=======================================================
// 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( difficulty ) )
self.agent_override_difficulty = difficulty;
if ( IsDefined( self.agent_override_difficulty ) )
{
if ( self.agent_override_difficulty == "follow_code_and_dev_dvar" )
self maps\mp\bots\_bots_util::bot_set_difficulty( self BotGetDifficulty(), true );
else
self maps\mp\bots\_bots_util::bot_set_difficulty( difficulty );
}
else
{
self maps\mp\bots\_bots_util::bot_set_difficulty( self BotGetDifficulty() );
}
if ( IsDefined(use_randomized_personality) && use_randomized_personality )
self.use_randomized_personality = true;
if ( IsDefined ( self.use_randomized_personality) && self.use_randomized_personality )
{
if ( !self.hasDied )
{
// If this is the first time this agent has spawned, balance personalities unless we are restricting them based on difficulty
allowAdvPersonality = self BotGetDifficultySetting( "advancedPersonality" );
if ( IsDefined( allowAdvPersonality ) && allowAdvPersonality != 0 )
self maps\mp\bots\_bots_personality::bot_balance_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" );
}
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::giveAndApplyLoadout( 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();
if ( !self.hasDied )
{
// These functions don't need to be restarted if an agent is respawning, since they are infinite while loops
self thread maps\mp\gametypes\_weapons::onPlayerSpawned();
self thread maps\mp\gametypes\_battlechatter_mp::onPlayerSpawned();
}
self.hasDied = false;
self thread maps\mp\gametypes\_healthoverlay::playerHealthRegen();
if ( IsDefined(self.use_randomized_personality) && self.use_randomized_personality && IsDefined(self.respawn_on_death) && self.respawn_on_death )
{
// Devgui agents need a costume (otherwise they'll be invisible)
self SetAgentCostumeIndex( 1 );
}
level notify( "spawned_agent_player", self );
level notify( "spawned_agent", self );
level notify( "player_spawned", 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);
result = self FinishAgentDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset, 0.0 );
if ( IsDefined(result) )
self thread FinishAgentDamage_ImpactFXWrapper( result[0], result[1], result[2], result[3], result[4], result[5], result[6] );
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;
}
FinishAgentDamage_ImpactFXWrapper( attacker, mod, weapon, hitloc, point, dir, localdir )
{
waittillframeend; // Need to wait till the end of the frame here, so that we can spawn the impact fx at a more accurate location
if ( !isDefined(self) || !IsDefined(attacker) )
return;
self FinishAgentDamage_ImpactFX( attacker, mod, weapon, hitloc, point, dir, localdir );
}
//=======================================================
// 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;
// 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 = "standard";
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) && (!IsDefined(self.nonKillstreakAgent) || !self.nonKillstreakAgent) )
{
// TODO: should play vo for killing the agent
self maps\mp\gametypes\_damage::onKillstreakKilled( eAttacker, sWeapon, sMeansOfDeath, iDamage, "destroyed_squad_mate" );
}
if( IsDefined(level.on_agent_player_killed) )
[[level.on_agent_player_killed]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
self thread 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 maps\mp\_riotshield::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 thread [[level.weaponDropFunction]]( eAttacker, sMeansOfDeath );
// ragdoll
self.body = self CloneAgent( deathAnimDuration );
thread delayStartRagdoll( self.body, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath );
self maps\mp\_riotshield::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\bots\_bots_gametype_common;
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\bots\_bots_gametype_common;
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;
#include maps\mp\bots\_bots_gametype_common;
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["player"]["think"] = maps\mp\bots\_bots_gametype_ctf::bot_ctf_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;
#include maps\mp\bots\_bots_gametype_common;
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\bots\_bots_gametype_common;
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;
#include maps\mp\bots\_bots_gametype_common;
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\bots\_bots_gametype_common;
#include maps\mp\gametypes\_damage;
#include maps\mp\gametypes\_horde_util;
#include maps\mp\gametypes\_horde_crates;
#include maps\mp\gametypes\_horde_drones;
#include maps\mp\agents\_agent_utility;
/#
CONST_DISABLE_SPAWNING = false;
CONST_FORCE_DOG_SPAWN = false;
CONST_FORCE_DRONE_SPAWN = false;
CONST_FORCE_PLAYER_ENEMY_SPAWN = false;
CONST_DISABLE_AUTO_AI_REMOVAL = false;
#/
//=======================================================
// main
//=======================================================
main()
{
setup_callbacks();
level thread runRoundSpawning();
//for spot underneath the trailer where players can exploit goliaths
if ( getMapName() == "mp_detroit" )
level.goliathExploitTrigger = Spawn( "trigger_radius", ( -1662, -72, 582.5 ), 0, 86, 64 );
}
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_GRUNT";
self.horde_type = "";
}
runRoundSpawning()
{
level endon( "game_ended" );
while( true )
{
level waittill( "start_round" );
/#
if ( CONST_DISABLE_SPAWNING )
continue;
#/
wait 2; //give a little extra time for enemy weapons to load
if ( getMapName() == "mp_prison_z" && level.currentRoundNumber > 10 )
runZombieRound();
else
runNormalRound();
}
}
runNormalRound()
{
level childthread highlightLastEnemies();
while( level.currentEnemyCount < level.maxEnemyCount )
{
while( level.currentAliveEnemyCount < level.maxAliveEnemyCount )
{
createEnemy();
if( level.currentEnemyCount == level.maxEnemyCount )
break;
}
level.waveFirstSpawn = false;
level waittill( "enemy_death" );
}
}
runZombieRound()
{
level.zombiesDead = 0;
level waittill ( "beginZombieSpawn" ); //delay start of spawning for VO - event, etc.
while( level.currentEnemyCount < level.maxEnemyCount )
{
while( level.currentAliveEnemyCount < level.maxAliveEnemyCount )
{
createEnemy();
wait 0.1;
}
level.waveFirstSpawn = false;
level waittill_any ( "enemy_death", "go_zombie" );
level.zombiesDead++;
}
}
createEnemy()
{
/#
if( CONST_FORCE_DOG_SPAWN )
{
createDogEnemy();
return;
}
#/
/#
if( CONST_FORCE_PLAYER_ENEMY_SPAWN )
{
createHumanoidEnemy();
return;
}
#/
/#
if( CONST_FORCE_DRONE_SPAWN )
{
createDroneEnemy();
return;
}
#/
if( level.maxDogCount > 1 && level.dogsAlive < level.maxDogCount ) //no dogs at the same time as drones for now
{
createDogEnemy();
}
else
{
if( level.maxWarbirdCount > 0 )
{
foreach( player in level.players )
{
if( isOnHumanTeam( player ) && IsAlive( player ) )
{
player createWarbirdEnemy(); //use player's origin as a starting point.
level.maxWarbirdCount--;
break;
}
}
}
else if ( level.maxDroneCount > 0 )
{
createDroneEnemy();
level.maxDroneCount --;
}
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") ]]();
agent.awardpoints = 100;
level.currentEnemyCount++;
level.currentAliveEnemyCount++;
level.dogsAlive++;
}
waitframe();
}
}
createDroneEnemy()
{
// Wait until an empty vehicle slot is available to spawn this drone
thread waitingToSpawnDrone();
// Claim the enemy spot for our future drone
level.currentEnemyCount++;
level.currentAliveEnemyCount++;
}
waitingToSpawnDrone()
{
level.numDronesWaitingToSpawn++;
// Leave 2 open vehicle slots for players to use
while( currentActiveVehicleCount( 2 ) >= maxVehiclesAllowed() )
{
wait 1;
}
level.numDronesWaitingToSpawn--;
waitframe();
drone = hordeCreateDrone ( level.players[0], "assault_uav_horde", level.hordeDroneModel );
drone HudOutlineEnable( level.enemyOutlineColor, true );
drone.droneturret HudOutlineEnable ( level.enemyOutlineColor, true );
drone.outlineColor = level.enemyOutlineColor;
}
createWarbirdEnemy()
{
self thread maps\mp\gametypes\_horde_warbird::hordeCreateWarbird();
}
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 ( drone in level.flying_attack_drones )
{
drone HudOutlineEnable ( level.enemyOutlineColor, false );
drone.droneTurret HudOutlineEnable ( level.enemyOutlineColor, false );
drone.lastTwoEnemies = true;
}
foreach( player in level.characters )
{
if( isOnHumanTeam(player) )
continue;
if( isReallyAlive(player) && !player IsCloaked() )
{
player HudOutlineEnable( level.enemyOutlineColor, false );
player.outlineColor = level.enemyOutlineColor;
}
}
setdvar ( "bg_compassShowEnemies", 1 );
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 );
//level.dogsAlive--;
}
hordeEnemyKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
AssertEx( (level.currentAliveEnemyCount > 0), "currentAliveEnemyCount is below zero" );
level.currentAliveEnemyCount--;
level.killsSinceIntelDrop ++;
level.killsSinceAmmoDrop ++;
if ( level.objDefend )
maps\mp\gametypes\horde::checkDefendKill( self, eAttacker );
trackIntelKills( sWeapon, sMeansOfDeath );
level thread maps\mp\gametypes\horde::chanceToSpawnPickup( self );
level notify( "enemy_death", eAttacker, self );
//for enemies left UI in HordeHud.lua
level.enemiesLeft--;
if ( !level.zombiesStarted ) //don't update the UI after zombies has started
SetOmnvar ( "ui_horde_enemies_left", level.enemiesLeft );
// player attacker
if ( IsPlayer( eAttacker ) && !level.zombiesStarted )
{
awardHordeKill( eAttacker );
eAttacker thread maps\mp\gametypes\_rank::xpPointsPopup( "kill", self.awardPoints );
level thread hordeUpdateScore( eAttacker, self.awardPoints );
if( eAttacker _hasPerk("specialty_triggerhappy") )
{
// lost with port to blacksmith
//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 );
eAttacker.owner thread maps\mp\gametypes\_rank::xpPointsPopup( "kill", self.awardPoints );
level thread hordeUpdateScore( eAttacker.owner, self.awardPoints );
}
}
trackIntelKills( sWeapon, sMeansOfDeath )
{
if( level.isTeamIntelComplete )
return;
if( sWeapon == "none" )
return;
if( isMeleeMOD(sMeansOfDeath) )
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) )
{
if( !bot_in_combat(240 * 1000) )
break;
}
if( checkExpireTime( spawnTime, 240, 480 ) )
break;
}
//removing this for the time being. Will see if problems arise
//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 )
{
if( positionTime > 55 )
break;
}
if( checkExpireTime( spawnTime, 120, 240 ) )
break;
}
killAgent( self );
}
checkExpireTime( spawnTime, highLightTime, expireTime )
{
aliveTime = (GetTime() - spawnTime) / 1000;
if( aliveTime > highLightTime )
{
if( aliveTime > expireTime )
return true;
}
return 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";
self thread maps\mp\gametypes\horde::hordeApplyAIModifiers();
// pathing variables
self.lasSetGoalPos = (0,0,0);
self.bHasNoPath = false;
self.randomPathStopTime = 0;
self.maxhealth = 60;
self.health = self.maxhealth;
}
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 agentDogBark();
/#
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);
}
}
agentDogBark()
{
self endon ( "death" );
level endon ( "game_ended" );
while ( true )
{
while ( !isdefined ( self.curmeleetarget ) )
wait 0.25;
while ( isdefined ( self.curMeleeTarget ) && distance ( self.origin, self.curMeleeTarget.origin ) > 200 )
{
wait randomfloatrange ( 0, 2 );
self playsound ( "anml_doberman_bark" );
}
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 );
if ( isdefined ( player.hordeDrone ) )
self GetEnemyInfo ( player.hordeDrone );
}
}
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;
}
handleDetroitGoliathTrailerExploit()
{
self endon ( "death" );
level endon ( "game_ended" );
wait 1;
while ( true )
{
if ( isdefined ( self.enemy ) && self.enemy IsTouching ( level.goliathExploitTrigger ) )
{
//IPrintLnBold ( "In Exploit Trigger" );
self BotSetScriptGoal ( ( -1696, -408, 608.5 ), 32, "critical", 200 );
while ( isdefined ( self.enemy ) && isReallyAlive ( self.enemy ) && !isPlayerInLastStand ( self.enemy ) && self.enemy istouching ( level.goliathExploitTrigger ) )
wait 0.25;
self BotClearScriptGoal();
}
wait 1;
}
}

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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\bots\_bots_gametype_common;
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["player"]["think"] = maps\mp\bots\_bots_gametype_hp::bot_hp_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;
#include maps\mp\bots\_bots_gametype_common;
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\bots\_bots_gametype_common;
main()
{
setup_callbacks();
}
setup_callbacks()
{
level.agent_funcs["player"]["think"] = ::agent_player_sd_think;
}
agent_player_sd_think()
{
self _enableUsability();
foreach( bombzone in level.bombZones )
bombzone.trigger EnablePlayerUse( self );
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;
#include maps\mp\bots\_bots_gametype_common;
main()
{
maps\mp\agents\_agents_gametype_sd::setup_callbacks();
}

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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\bots\_bots_gametype_common;
main()
{
// nothing for now...
}

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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\bots\_bots_gametype_common;
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 maps\mp\agents\_scriptedAgents;
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( "anml_dog_pants_mp_fast" );
//else
//self PlaySoundOnMovingEnt( "anml_dog_pants_mp_med" );
}
else
{
if ( GetTime() > self.timeOfNextSound )
{
//if ( RandomInt(10) < 4 )
//self PlaySoundOnMovingEnt( "anml_doberman_bark" );
//else
//self PlaySoundOnMovingEnt( "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;
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( "mp_dog_attack_quick_back_npc" );
// else
// self PlaySoundOnMovingEnt( "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 ( enemy maps\mp\_riotshield::hasRiotShield() )
{
enemyToMe = self.origin - enemy.origin;
meToEnemy = VectorNormalize( ( enemyToMe[0], enemyToMe[1], 0 ) );
enemyFacing = AnglesToForward( enemy.angles );
angleToMe = VectorDot( enemyFacing, enemyToMe );
if ( enemy maps\mp\_riotshield::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;
CONST_BOT_WALK_FORWARD_UNITS_PER_SECOND = 256;
main()
{
self endon( "killanimscript" );
if ( !IsDefined( level.dogTraverseAnims ) )
InitDogTraverseAnims();
startNode = self GetNegotiationStartNode();
endNode = self GetNegotiationEndNode();
assert( IsDefined( startNode ) && IsDefined( endNode ) );
if( startNode.animscript == "bot_walk_forward" )
{
startToEnd = endNode.origin - startNode.origin;
lerpTime = Length(startToEnd) / CONST_BOT_WALK_FORWARD_UNITS_PER_SECOND;
startToEnd2D = ( startToEnd[0], startToEnd[1], 0);
anglestoEnd = VectorToAngles( startToEnd2D );
self ScrAgentSetOrientMode( "face angle abs", anglestoEnd );
self ScrAgentDoAnimLerp( startNode.origin, endNode.origin, lerpTime );
self ScrAgentSetPhysicsMode( "noclip" );
self PlayAnimForTime( "run", lerpTime );
return;
}
animState = undefined;
animState = level.dogTraverseAnims[ startNode.animscript ];
if ( !IsDefined( animState ) )
{
assertmsg( "no animation for traverse " + startNode.animscript + "@ " + startNode.origin );
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[ "jumpdown_96" ] = "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";
}

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