You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
471 lines
15 KiB
471 lines
15 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef NPC_METROPOLICE_H
|
||
|
#define NPC_METROPOLICE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "rope.h"
|
||
|
#include "rope_shared.h"
|
||
|
#include "ai_baseactor.h"
|
||
|
#include "ai_basenpc.h"
|
||
|
#include "ai_goal_police.h"
|
||
|
#include "ai_behavior.h"
|
||
|
#include "ai_behavior_standoff.h"
|
||
|
#include "ai_behavior_assault.h"
|
||
|
#include "ai_behavior_functank.h"
|
||
|
#include "ai_behavior_actbusy.h"
|
||
|
#include "ai_behavior_rappel.h"
|
||
|
#include "ai_behavior_police.h"
|
||
|
#include "ai_behavior_follow.h"
|
||
|
#include "ai_sentence.h"
|
||
|
#include "props.h"
|
||
|
|
||
|
class CNPC_MetroPolice;
|
||
|
|
||
|
class CNPC_MetroPolice : public CAI_BaseActor
|
||
|
{
|
||
|
DECLARE_CLASS( CNPC_MetroPolice, CAI_BaseActor );
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
public:
|
||
|
CNPC_MetroPolice();
|
||
|
|
||
|
virtual bool CreateComponents();
|
||
|
bool CreateBehaviors();
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
|
||
|
Class_T Classify( void );
|
||
|
Disposition_t IRelationType(CBaseEntity *pTarget);
|
||
|
float MaxYawSpeed( void );
|
||
|
void HandleAnimEvent( animevent_t *pEvent );
|
||
|
Activity NPC_TranslateActivity( Activity newActivity );
|
||
|
|
||
|
Vector EyeDirection3D( void ) { return CAI_BaseHumanoid::EyeDirection3D(); } // cops don't have eyes
|
||
|
|
||
|
virtual void Event_Killed( const CTakeDamageInfo &info );
|
||
|
|
||
|
virtual void OnScheduleChange();
|
||
|
|
||
|
float GetIdealAccel( void ) const;
|
||
|
int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); }
|
||
|
void PrecriminalUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
|
||
|
// These are overridden so that the cop can shove and move a non-criminal player safely
|
||
|
CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale, bool bDamageAnyNPC );
|
||
|
CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC );
|
||
|
|
||
|
virtual int SelectSchedule( void );
|
||
|
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
|
||
|
virtual int TranslateSchedule( int scheduleType );
|
||
|
void StartTask( const Task_t *pTask );
|
||
|
void RunTask( const Task_t *pTask );
|
||
|
virtual Vector GetActualShootTrajectory( const Vector &shootOrigin );
|
||
|
virtual void FireBullets( const FireBulletsInfo_t &info );
|
||
|
virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
|
||
|
virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
|
||
|
|
||
|
//virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
|
||
|
bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
|
||
|
bool ShouldBruteForceFailedNav() { return false; }
|
||
|
|
||
|
virtual void GatherConditions( void );
|
||
|
|
||
|
virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
|
||
|
|
||
|
// Can't move and shoot when the enemy is an airboat
|
||
|
virtual bool ShouldMoveAndShoot();
|
||
|
|
||
|
// TraceAttack
|
||
|
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
|
||
|
|
||
|
// Speaking
|
||
|
virtual void SpeakSentence( int nSentenceType );
|
||
|
|
||
|
// Set up the shot regulator based on the equipped weapon
|
||
|
virtual void OnUpdateShotRegulator( );
|
||
|
|
||
|
bool ShouldKnockOutTarget( CBaseEntity *pTarget );
|
||
|
void KnockOutTarget( CBaseEntity *pTarget );
|
||
|
void StunnedTarget( CBaseEntity *pTarget );
|
||
|
void AdministerJustice( void );
|
||
|
|
||
|
bool QueryHearSound( CSound *pSound );
|
||
|
|
||
|
void SetBatonState( bool state );
|
||
|
bool BatonActive( void );
|
||
|
|
||
|
CAI_Sentence< CNPC_MetroPolice > *GetSentences() { return &m_Sentences; }
|
||
|
|
||
|
virtual bool AllowedToIgnite( void ) { return true; }
|
||
|
|
||
|
void PlayFlinchGesture( void );
|
||
|
|
||
|
protected:
|
||
|
// Determines the best type of flinch anim to play.
|
||
|
virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
|
||
|
|
||
|
// Only move and shoot when attacking
|
||
|
virtual bool OnBeginMoveAndShoot();
|
||
|
virtual void OnEndMoveAndShoot();
|
||
|
|
||
|
private:
|
||
|
bool PlayerIsCriminal( void );
|
||
|
void ReleaseManhack( void );
|
||
|
|
||
|
// Speech-related methods
|
||
|
void AnnounceTakeCoverFromDanger( CSound *pSound );
|
||
|
void AnnounceEnemyType( CBaseEntity *pEnemy );
|
||
|
void AnnounceEnemyKill( CBaseEntity *pEnemy );
|
||
|
void AnnounceHarrassment( );
|
||
|
void AnnounceOutOfAmmo( );
|
||
|
|
||
|
// Behavior-related sentences
|
||
|
void SpeakFuncTankSentence( int nSentenceType );
|
||
|
void SpeakAssaultSentence( int nSentenceType );
|
||
|
void SpeakStandoffSentence( int nSentenceType );
|
||
|
|
||
|
virtual void LostEnemySound( void );
|
||
|
virtual void FoundEnemySound( void );
|
||
|
virtual void AlertSound( void );
|
||
|
virtual void PainSound( const CTakeDamageInfo &info );
|
||
|
virtual void DeathSound( const CTakeDamageInfo &info );
|
||
|
virtual void IdleSound( void );
|
||
|
virtual bool ShouldPlayIdleSound( void );
|
||
|
|
||
|
// Burst mode!
|
||
|
void SetBurstMode( bool bEnable );
|
||
|
|
||
|
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
||
|
|
||
|
int GetSoundInterests( void );
|
||
|
|
||
|
void BuildScheduleTestBits( void );
|
||
|
|
||
|
bool CanDeployManhack( void );
|
||
|
|
||
|
bool ShouldHitPlayer( const Vector &targetDir, float targetDist );
|
||
|
|
||
|
void PrescheduleThink( void );
|
||
|
|
||
|
void SetPlayerCriminalDuration( float time );
|
||
|
|
||
|
void IncrementPlayerCriminalStatus( void );
|
||
|
|
||
|
virtual bool UseAttackSquadSlots() { return true; }
|
||
|
|
||
|
WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
|
||
|
|
||
|
// Inputs
|
||
|
void InputEnableManhackToss( inputdata_t &inputdata );
|
||
|
void InputSetPoliceGoal( inputdata_t &inputdata );
|
||
|
void InputActivateBaton( inputdata_t &inputdata );
|
||
|
|
||
|
void NotifyDeadFriend ( CBaseEntity* pFriend );
|
||
|
|
||
|
// Stitch aiming!
|
||
|
void AimBurstRandomly( int nMinCount, int nMaxCount, float flMinDelay, float flMaxDelay );
|
||
|
void AimBurstAtEnemy( float flReactionTime );
|
||
|
void AimBurstInFrontOfEnemy( float flReactionTime );
|
||
|
void AimBurstAlongSideOfEnemy( float flFollowTime );
|
||
|
void AimBurstBehindEnemy( float flFollowTime );
|
||
|
void AimBurstTightGrouping( float flShotTime );
|
||
|
|
||
|
// Anim event handlers
|
||
|
void OnAnimEventDeployManhack( animevent_t *pEvent );
|
||
|
void OnAnimEventShove( void );
|
||
|
void OnAnimEventBatonOn( void );
|
||
|
void OnAnimEventBatonOff( void );
|
||
|
void OnAnimEventStartDeployManhack( void );
|
||
|
void OnAnimEventPreDeployManhack( void );
|
||
|
|
||
|
bool HasBaton( void );
|
||
|
|
||
|
// Normal schedule selection
|
||
|
int SelectCombatSchedule();
|
||
|
int SelectScheduleNewEnemy();
|
||
|
int SelectScheduleArrestEnemy();
|
||
|
int SelectRangeAttackSchedule();
|
||
|
int SelectScheduleNoDirectEnemy();
|
||
|
int SelectScheduleInvestigateSound();
|
||
|
int SelectShoveSchedule( void );
|
||
|
|
||
|
bool TryToEnterPistolSlot( int nSquadSlot );
|
||
|
|
||
|
// Airboat schedule selection
|
||
|
int SelectAirboatCombatSchedule();
|
||
|
int SelectAirboatRangeAttackSchedule();
|
||
|
|
||
|
// Handle flinching
|
||
|
bool IsHeavyDamage( const CTakeDamageInfo &info );
|
||
|
|
||
|
// Is my enemy currently in an airboat?
|
||
|
bool IsEnemyInAnAirboat() const;
|
||
|
|
||
|
// Returns the airboat
|
||
|
CBaseEntity *GetEnemyAirboat() const;
|
||
|
|
||
|
// Compute a predicted enemy position n seconds into the future
|
||
|
void PredictShootTargetPosition( float flDeltaTime, float flMinLeadDist, float flAddVelocity, Vector *pVecTarget, Vector *pVecTargetVel );
|
||
|
|
||
|
// Compute a predicted velocity n seconds into the future (given a known acceleration rate)
|
||
|
void PredictShootTargetVelocity( float flDeltaTime, Vector *pVecTargetVel );
|
||
|
|
||
|
// How many shots will I fire in a particular amount of time?
|
||
|
int CountShotsInTime( float flDeltaTime ) const;
|
||
|
float GetTimeForShots( int nShotCount ) const;
|
||
|
|
||
|
// Visualize stitch
|
||
|
void VisualizeStitch( const Vector &vecStart, const Vector &vecEnd );
|
||
|
|
||
|
// Visualize line of death
|
||
|
void VisualizeLineOfDeath( );
|
||
|
|
||
|
// Modify the stitch length
|
||
|
float ComputeDistanceStitchModifier( float flDistanceToTarget ) const;
|
||
|
|
||
|
// Adjusts the burst toward the target as it's being fired.
|
||
|
void SteerBurstTowardTarget( );
|
||
|
|
||
|
// Methods to compute shot trajectory based on burst mode
|
||
|
Vector ComputeBurstLockOnTrajectory( const Vector &shootOrigin );
|
||
|
Vector ComputeBurstDeliberatelyMissTrajectory( const Vector &shootOrigin );
|
||
|
Vector ComputeBurstTrajectory( const Vector &shootOrigin );
|
||
|
Vector ComputeTightBurstTrajectory( const Vector &shootOrigin );
|
||
|
|
||
|
// Are we currently firing a burst?
|
||
|
bool IsCurrentlyFiringBurst() const;
|
||
|
|
||
|
// Which entity are we actually trying to shoot at?
|
||
|
CBaseEntity *GetShootTarget();
|
||
|
|
||
|
// Different burst steering modes
|
||
|
void SteerBurstTowardTargetUseSpeedOnly( const Vector &vecShootAt, const Vector &vecShootAtVelocity, float flPredictTime, int nShotsTillPredict );
|
||
|
void SteerBurstTowardTargetUseVelocity( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict );
|
||
|
void SteerBurstTowardTargetUsePosition( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict );
|
||
|
void SteerBurstTowardPredictedPoint( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict );
|
||
|
void SteerBurstWithinLineOfDeath( );
|
||
|
|
||
|
// Set up the shot regulator
|
||
|
int SetupBurstShotRegulator( float flReactionTime );
|
||
|
|
||
|
// Choose a random vector somewhere between the two specified vectors
|
||
|
void RandomDirectionBetweenVectors( const Vector &vecStart, const Vector &vecEnd, Vector *pResult );
|
||
|
|
||
|
// Stitch selector
|
||
|
float StitchAtWeight( float flDist, float flSpeed, float flDot, float flReactionTime, const Vector &vecTargetToGun );
|
||
|
float StitchAcrossWeight( float flDist, float flSpeed, float flDot, float flReactionTime );
|
||
|
float StitchAlongSideWeight( float flDist, float flSpeed, float flDot );
|
||
|
float StitchBehindWeight( float flDist, float flSpeed, float flDot );
|
||
|
float StitchTightWeight( float flDist, float flSpeed, const Vector &vecTargetToGun, const Vector &vecVelocity );
|
||
|
int SelectStitchSchedule();
|
||
|
|
||
|
// Can me enemy see me?
|
||
|
bool CanEnemySeeMe( );
|
||
|
|
||
|
// Combat schedule selection
|
||
|
int SelectMoveToLedgeSchedule();
|
||
|
|
||
|
// position to shoot at
|
||
|
Vector StitchAimTarget( const Vector &posSrc, bool bNoisy );
|
||
|
|
||
|
// Should we attempt to stitch?
|
||
|
bool ShouldAttemptToStitch();
|
||
|
|
||
|
// Deliberately aims as close as possible w/o hitting
|
||
|
Vector AimCloseToTargetButMiss( CBaseEntity *pTarget, const Vector &shootOrigin );
|
||
|
|
||
|
// Compute the actual reaction time based on distance + speed modifiers
|
||
|
float AimBurstAtReactionTime( float flReactonTime, float flDistToTargetSqr, float flCurrentSpeed );
|
||
|
int AimBurstAtSetupHitCount( float flDistToTargetSqr, float flCurrentSpeed );
|
||
|
|
||
|
// How many squad members are trying to arrest the player?
|
||
|
int SquadArrestCount();
|
||
|
|
||
|
// He's resisting arrest!
|
||
|
void EnemyResistingArrest();
|
||
|
void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
|
||
|
|
||
|
// Rappel
|
||
|
virtual bool IsWaitingToRappel( void ) { return m_RappelBehavior.IsWaitingToRappel(); }
|
||
|
void BeginRappel() { m_RappelBehavior.BeginRappel(); }
|
||
|
|
||
|
private:
|
||
|
enum
|
||
|
{
|
||
|
BURST_NOT_ACTIVE = 0,
|
||
|
BURST_ACTIVE,
|
||
|
BURST_LOCK_ON_AFTER_HIT,
|
||
|
BURST_LOCKED_ON,
|
||
|
BURST_DELIBERATELY_MISS,
|
||
|
BURST_TIGHT_GROUPING,
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
BURST_STEER_NONE = 0,
|
||
|
BURST_STEER_TOWARD_PREDICTED_POINT,
|
||
|
BURST_STEER_WITHIN_LINE_OF_DEATH,
|
||
|
BURST_STEER_ADJUST_FOR_SPEED_CHANGES,
|
||
|
BURST_STEER_EXACTLY_TOWARD_TARGET,
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
COND_METROPOLICE_ON_FIRE = BaseClass::NEXT_CONDITION,
|
||
|
COND_METROPOLICE_ENEMY_RESISTING_ARREST,
|
||
|
COND_METROPOLICE_PLAYER_TOO_CLOSE,
|
||
|
COND_METROPOLICE_CHANGE_BATON_STATE,
|
||
|
COND_METROPOLICE_PHYSOBJECT_ASSAULT,
|
||
|
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
SCHED_METROPOLICE_WALK = BaseClass::NEXT_SCHEDULE,
|
||
|
SCHED_METROPOLICE_WAKE_ANGRY,
|
||
|
SCHED_METROPOLICE_HARASS,
|
||
|
SCHED_METROPOLICE_CHASE_ENEMY,
|
||
|
SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE,
|
||
|
SCHED_METROPOLICE_DRAW_PISTOL,
|
||
|
SCHED_METROPOLICE_DEPLOY_MANHACK,
|
||
|
SCHED_METROPOLICE_ADVANCE,
|
||
|
SCHED_METROPOLICE_CHARGE,
|
||
|
SCHED_METROPOLICE_BURNING_RUN,
|
||
|
SCHED_METROPOLICE_BURNING_STAND,
|
||
|
SCHED_METROPOLICE_SMG_NORMAL_ATTACK,
|
||
|
SCHED_METROPOLICE_SMG_BURST_ATTACK,
|
||
|
SCHED_METROPOLICE_AIM_STITCH_AT_AIRBOAT,
|
||
|
SCHED_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT,
|
||
|
SCHED_METROPOLICE_AIM_STITCH_TIGHTLY,
|
||
|
SCHED_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT,
|
||
|
SCHED_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT,
|
||
|
SCHED_METROPOLICE_ESTABLISH_STITCH_LINE_OF_FIRE,
|
||
|
SCHED_METROPOLICE_INVESTIGATE_SOUND,
|
||
|
SCHED_METROPOLICE_WARN_AND_ARREST_ENEMY,
|
||
|
SCHED_METROPOLICE_ARREST_ENEMY,
|
||
|
SCHED_METROPOLICE_ENEMY_RESISTING_ARREST,
|
||
|
SCHED_METROPOLICE_WARN_TARGET,
|
||
|
SCHED_METROPOLICE_HARASS_TARGET,
|
||
|
SCHED_METROPOLICE_SUPPRESS_TARGET,
|
||
|
SCHED_METROPOLICE_RETURN_FROM_HARASS,
|
||
|
SCHED_METROPOLICE_SHOVE,
|
||
|
SCHED_METROPOLICE_ACTIVATE_BATON,
|
||
|
SCHED_METROPOLICE_DEACTIVATE_BATON,
|
||
|
SCHED_METROPOLICE_ALERT_FACE_BESTSOUND,
|
||
|
SCHED_METROPOLICE_RETURN_TO_PRECHASE,
|
||
|
SCHED_METROPOLICE_SMASH_PROP,
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
TASK_METROPOLICE_HARASS = BaseClass::NEXT_TASK,
|
||
|
TASK_METROPOLICE_DIE_INSTANTLY,
|
||
|
TASK_METROPOLICE_BURST_ATTACK,
|
||
|
TASK_METROPOLICE_STOP_FIRE_BURST,
|
||
|
TASK_METROPOLICE_AIM_STITCH_AT_PLAYER,
|
||
|
TASK_METROPOLICE_AIM_STITCH_AT_AIRBOAT,
|
||
|
TASK_METROPOLICE_AIM_STITCH_TIGHTLY,
|
||
|
TASK_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT,
|
||
|
TASK_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT,
|
||
|
TASK_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT,
|
||
|
TASK_METROPOLICE_RELOAD_FOR_BURST,
|
||
|
TASK_METROPOLICE_GET_PATH_TO_STITCH,
|
||
|
TASK_METROPOLICE_RESET_LEDGE_CHECK_TIME,
|
||
|
TASK_METROPOLICE_GET_PATH_TO_BESTSOUND_LOS,
|
||
|
TASK_METROPOLICE_AIM_WEAPON_AT_ENEMY,
|
||
|
TASK_METROPOLICE_ARREST_ENEMY,
|
||
|
TASK_METROPOLICE_LEAD_ARREST_ENEMY,
|
||
|
TASK_METROPOLICE_SIGNAL_FIRING_TIME,
|
||
|
TASK_METROPOLICE_ACTIVATE_BATON,
|
||
|
TASK_METROPOLICE_WAIT_FOR_SENTENCE,
|
||
|
TASK_METROPOLICE_GET_PATH_TO_PRECHASE,
|
||
|
TASK_METROPOLICE_CLEAR_PRECHASE,
|
||
|
};
|
||
|
|
||
|
private:
|
||
|
|
||
|
int m_iPistolClips; // How many clips the cop has in reserve
|
||
|
int m_iManhacks; // How many manhacks the cop has
|
||
|
bool m_fWeaponDrawn; // Is my weapon drawn? (ready to use)
|
||
|
bool m_bSimpleCops; // The easy version of the cops
|
||
|
int m_LastShootSlot;
|
||
|
CRandSimTimer m_TimeYieldShootSlot;
|
||
|
CSimpleSimTimer m_BatonSwingTimer;
|
||
|
CSimpleSimTimer m_NextChargeTimer;
|
||
|
|
||
|
// All related to burst firing
|
||
|
Vector m_vecBurstTargetPos;
|
||
|
Vector m_vecBurstDelta;
|
||
|
int m_nBurstHits;
|
||
|
int m_nMaxBurstHits;
|
||
|
int m_nBurstReloadCount;
|
||
|
Vector m_vecBurstLineOfDeathDelta;
|
||
|
Vector m_vecBurstLineOfDeathOrigin;
|
||
|
int m_nBurstMode;
|
||
|
int m_nBurstSteerMode;
|
||
|
float m_flBurstSteerDistance;
|
||
|
float m_flBurstPredictTime;
|
||
|
Vector m_vecBurstPredictedVelocityDir;
|
||
|
float m_vecBurstPredictedSpeed;
|
||
|
float m_flValidStitchTime;
|
||
|
float m_flNextLedgeCheckTime;
|
||
|
float m_flTaskCompletionTime;
|
||
|
|
||
|
bool m_bShouldActivateBaton;
|
||
|
float m_flBatonDebounceTime; // Minimum amount of time before turning the baton off
|
||
|
float m_flLastPhysicsFlinchTime;
|
||
|
float m_flLastDamageFlinchTime;
|
||
|
|
||
|
// Sentences
|
||
|
float m_flNextPainSoundTime;
|
||
|
float m_flNextLostSoundTime;
|
||
|
int m_nIdleChatterType;
|
||
|
bool m_bPlayerIsNear;
|
||
|
|
||
|
// Policing state
|
||
|
bool m_bPlayerTooClose;
|
||
|
bool m_bKeepFacingPlayer;
|
||
|
float m_flChasePlayerTime;
|
||
|
Vector m_vecPreChaseOrigin;
|
||
|
float m_flPreChaseYaw;
|
||
|
int m_nNumWarnings;
|
||
|
int m_iNumPlayerHits;
|
||
|
|
||
|
// Outputs
|
||
|
COutputEvent m_OnStunnedPlayer;
|
||
|
COutputEvent m_OnCupCopped;
|
||
|
|
||
|
AIHANDLE m_hManhack;
|
||
|
CHandle<CPhysicsProp> m_hBlockingProp;
|
||
|
|
||
|
CAI_ActBusyBehavior m_ActBusyBehavior;
|
||
|
CAI_StandoffBehavior m_StandoffBehavior;
|
||
|
CAI_AssaultBehavior m_AssaultBehavior;
|
||
|
CAI_FuncTankBehavior m_FuncTankBehavior;
|
||
|
CAI_RappelBehavior m_RappelBehavior;
|
||
|
CAI_PolicingBehavior m_PolicingBehavior;
|
||
|
CAI_FollowBehavior m_FollowBehavior;
|
||
|
|
||
|
CAI_Sentence< CNPC_MetroPolice > m_Sentences;
|
||
|
|
||
|
int m_nRecentDamage;
|
||
|
float m_flRecentDamageTime;
|
||
|
|
||
|
// The last hit direction, measured as a yaw relative to our orientation
|
||
|
float m_flLastHitYaw;
|
||
|
|
||
|
static float gm_flTimeLastSpokePeek;
|
||
|
|
||
|
public:
|
||
|
DEFINE_CUSTOM_AI;
|
||
|
};
|
||
|
|
||
|
#endif // NPC_METROPOLICE_H
|