2020-04-22 16:56:21 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef NPC_METROPOLICE_H
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#define NPC_METROPOLICE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "rope.h"
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#include "rope_shared.h"
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#include "ai_baseactor.h"
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#include "ai_basenpc.h"
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#include "ai_goal_police.h"
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#include "ai_behavior.h"
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#include "ai_behavior_standoff.h"
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#include "ai_behavior_assault.h"
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#include "ai_behavior_functank.h"
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#include "ai_behavior_actbusy.h"
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#include "ai_behavior_rappel.h"
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#include "ai_behavior_police.h"
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#include "ai_behavior_follow.h"
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#include "ai_sentence.h"
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#include "props.h"
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class CNPC_MetroPolice;
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class CNPC_MetroPolice : public CAI_BaseActor
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{
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DECLARE_CLASS( CNPC_MetroPolice, CAI_BaseActor );
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DECLARE_DATADESC();
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public:
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2022-11-05 11:22:27 +00:00
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CNPC_MetroPolice() = default;
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2020-04-22 16:56:21 +00:00
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virtual bool CreateComponents();
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bool CreateBehaviors();
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void Spawn( void );
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void Precache( void );
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Class_T Classify( void );
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Disposition_t IRelationType(CBaseEntity *pTarget);
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float MaxYawSpeed( void );
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void HandleAnimEvent( animevent_t *pEvent );
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Activity NPC_TranslateActivity( Activity newActivity );
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Vector EyeDirection3D( void ) { return CAI_BaseHumanoid::EyeDirection3D(); } // cops don't have eyes
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void OnScheduleChange();
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float GetIdealAccel( void ) const;
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int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); }
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void PrecriminalUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// These are overridden so that the cop can shove and move a non-criminal player safely
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CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale, bool bDamageAnyNPC );
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CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC );
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virtual int SelectSchedule( void );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual int TranslateSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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virtual Vector GetActualShootTrajectory( const Vector &shootOrigin );
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virtual void FireBullets( const FireBulletsInfo_t &info );
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virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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//virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
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bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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bool ShouldBruteForceFailedNav() { return false; }
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virtual void GatherConditions( void );
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virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
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// Can't move and shoot when the enemy is an airboat
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virtual bool ShouldMoveAndShoot();
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// TraceAttack
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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// Speaking
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virtual void SpeakSentence( int nSentenceType );
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// Set up the shot regulator based on the equipped weapon
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virtual void OnUpdateShotRegulator( );
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bool ShouldKnockOutTarget( CBaseEntity *pTarget );
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void KnockOutTarget( CBaseEntity *pTarget );
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void StunnedTarget( CBaseEntity *pTarget );
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void AdministerJustice( void );
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bool QueryHearSound( CSound *pSound );
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void SetBatonState( bool state );
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bool BatonActive( void );
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CAI_Sentence< CNPC_MetroPolice > *GetSentences() { return &m_Sentences; }
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virtual bool AllowedToIgnite( void ) { return true; }
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void PlayFlinchGesture( void );
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protected:
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// Determines the best type of flinch anim to play.
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virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
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// Only move and shoot when attacking
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virtual bool OnBeginMoveAndShoot();
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virtual void OnEndMoveAndShoot();
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private:
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bool PlayerIsCriminal( void );
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void ReleaseManhack( void );
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// Speech-related methods
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void AnnounceTakeCoverFromDanger( CSound *pSound );
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void AnnounceEnemyType( CBaseEntity *pEnemy );
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void AnnounceEnemyKill( CBaseEntity *pEnemy );
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void AnnounceHarrassment( );
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void AnnounceOutOfAmmo( );
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// Behavior-related sentences
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void SpeakFuncTankSentence( int nSentenceType );
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void SpeakAssaultSentence( int nSentenceType );
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void SpeakStandoffSentence( int nSentenceType );
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virtual void LostEnemySound( void );
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virtual void FoundEnemySound( void );
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virtual void AlertSound( void );
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virtual void PainSound( const CTakeDamageInfo &info );
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virtual void DeathSound( const CTakeDamageInfo &info );
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virtual void IdleSound( void );
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virtual bool ShouldPlayIdleSound( void );
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// Burst mode!
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void SetBurstMode( bool bEnable );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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int GetSoundInterests( void );
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void BuildScheduleTestBits( void );
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bool CanDeployManhack( void );
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bool ShouldHitPlayer( const Vector &targetDir, float targetDist );
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void PrescheduleThink( void );
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void SetPlayerCriminalDuration( float time );
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void IncrementPlayerCriminalStatus( void );
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virtual bool UseAttackSquadSlots() { return true; }
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
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// Inputs
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void InputEnableManhackToss( inputdata_t &inputdata );
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void InputSetPoliceGoal( inputdata_t &inputdata );
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void InputActivateBaton( inputdata_t &inputdata );
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void NotifyDeadFriend ( CBaseEntity* pFriend );
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// Stitch aiming!
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void AimBurstRandomly( int nMinCount, int nMaxCount, float flMinDelay, float flMaxDelay );
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void AimBurstAtEnemy( float flReactionTime );
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void AimBurstInFrontOfEnemy( float flReactionTime );
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void AimBurstAlongSideOfEnemy( float flFollowTime );
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void AimBurstBehindEnemy( float flFollowTime );
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void AimBurstTightGrouping( float flShotTime );
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// Anim event handlers
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void OnAnimEventDeployManhack( animevent_t *pEvent );
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void OnAnimEventShove( void );
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void OnAnimEventBatonOn( void );
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void OnAnimEventBatonOff( void );
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void OnAnimEventStartDeployManhack( void );
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void OnAnimEventPreDeployManhack( void );
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bool HasBaton( void );
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// Normal schedule selection
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int SelectCombatSchedule();
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int SelectScheduleNewEnemy();
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int SelectScheduleArrestEnemy();
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int SelectRangeAttackSchedule();
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int SelectScheduleNoDirectEnemy();
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int SelectScheduleInvestigateSound();
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int SelectShoveSchedule( void );
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bool TryToEnterPistolSlot( int nSquadSlot );
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// Airboat schedule selection
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int SelectAirboatCombatSchedule();
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int SelectAirboatRangeAttackSchedule();
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// Handle flinching
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bool IsHeavyDamage( const CTakeDamageInfo &info );
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// Is my enemy currently in an airboat?
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bool IsEnemyInAnAirboat() const;
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// Returns the airboat
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CBaseEntity *GetEnemyAirboat() const;
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// Compute a predicted enemy position n seconds into the future
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void PredictShootTargetPosition( float flDeltaTime, float flMinLeadDist, float flAddVelocity, Vector *pVecTarget, Vector *pVecTargetVel );
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// Compute a predicted velocity n seconds into the future (given a known acceleration rate)
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void PredictShootTargetVelocity( float flDeltaTime, Vector *pVecTargetVel );
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// How many shots will I fire in a particular amount of time?
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int CountShotsInTime( float flDeltaTime ) const;
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float GetTimeForShots( int nShotCount ) const;
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// Visualize stitch
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void VisualizeStitch( const Vector &vecStart, const Vector &vecEnd );
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// Visualize line of death
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void VisualizeLineOfDeath( );
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// Modify the stitch length
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float ComputeDistanceStitchModifier( float flDistanceToTarget ) const;
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// Adjusts the burst toward the target as it's being fired.
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void SteerBurstTowardTarget( );
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// Methods to compute shot trajectory based on burst mode
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Vector ComputeBurstLockOnTrajectory( const Vector &shootOrigin );
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Vector ComputeBurstDeliberatelyMissTrajectory( const Vector &shootOrigin );
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Vector ComputeBurstTrajectory( const Vector &shootOrigin );
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Vector ComputeTightBurstTrajectory( const Vector &shootOrigin );
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// Are we currently firing a burst?
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bool IsCurrentlyFiringBurst() const;
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// Which entity are we actually trying to shoot at?
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CBaseEntity *GetShootTarget();
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// Different burst steering modes
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void SteerBurstTowardTargetUseSpeedOnly( const Vector &vecShootAt, const Vector &vecShootAtVelocity, float flPredictTime, int nShotsTillPredict );
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void SteerBurstTowardTargetUseVelocity( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict );
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void SteerBurstTowardTargetUsePosition( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict );
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void SteerBurstTowardPredictedPoint( const Vector &vecShootAt, const Vector &vecShootAtVelocity, int nShotsTillPredict );
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void SteerBurstWithinLineOfDeath( );
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// Set up the shot regulator
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int SetupBurstShotRegulator( float flReactionTime );
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// Choose a random vector somewhere between the two specified vectors
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void RandomDirectionBetweenVectors( const Vector &vecStart, const Vector &vecEnd, Vector *pResult );
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// Stitch selector
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float StitchAtWeight( float flDist, float flSpeed, float flDot, float flReactionTime, const Vector &vecTargetToGun );
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float StitchAcrossWeight( float flDist, float flSpeed, float flDot, float flReactionTime );
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float StitchAlongSideWeight( float flDist, float flSpeed, float flDot );
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float StitchBehindWeight( float flDist, float flSpeed, float flDot );
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float StitchTightWeight( float flDist, float flSpeed, const Vector &vecTargetToGun, const Vector &vecVelocity );
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int SelectStitchSchedule();
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// Can me enemy see me?
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bool CanEnemySeeMe( );
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// Combat schedule selection
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int SelectMoveToLedgeSchedule();
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// position to shoot at
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Vector StitchAimTarget( const Vector &posSrc, bool bNoisy );
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// Should we attempt to stitch?
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bool ShouldAttemptToStitch();
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// Deliberately aims as close as possible w/o hitting
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Vector AimCloseToTargetButMiss( CBaseEntity *pTarget, const Vector &shootOrigin );
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// Compute the actual reaction time based on distance + speed modifiers
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float AimBurstAtReactionTime( float flReactonTime, float flDistToTargetSqr, float flCurrentSpeed );
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int AimBurstAtSetupHitCount( float flDistToTargetSqr, float flCurrentSpeed );
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// How many squad members are trying to arrest the player?
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int SquadArrestCount();
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// He's resisting arrest!
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void EnemyResistingArrest();
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void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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// Rappel
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virtual bool IsWaitingToRappel( void ) { return m_RappelBehavior.IsWaitingToRappel(); }
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void BeginRappel() { m_RappelBehavior.BeginRappel(); }
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private:
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enum
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{
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BURST_NOT_ACTIVE = 0,
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BURST_ACTIVE,
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BURST_LOCK_ON_AFTER_HIT,
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BURST_LOCKED_ON,
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BURST_DELIBERATELY_MISS,
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BURST_TIGHT_GROUPING,
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};
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enum
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{
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BURST_STEER_NONE = 0,
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BURST_STEER_TOWARD_PREDICTED_POINT,
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BURST_STEER_WITHIN_LINE_OF_DEATH,
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BURST_STEER_ADJUST_FOR_SPEED_CHANGES,
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BURST_STEER_EXACTLY_TOWARD_TARGET,
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};
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enum
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{
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COND_METROPOLICE_ON_FIRE = BaseClass::NEXT_CONDITION,
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COND_METROPOLICE_ENEMY_RESISTING_ARREST,
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COND_METROPOLICE_PLAYER_TOO_CLOSE,
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COND_METROPOLICE_CHANGE_BATON_STATE,
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COND_METROPOLICE_PHYSOBJECT_ASSAULT,
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};
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enum
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{
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SCHED_METROPOLICE_WALK = BaseClass::NEXT_SCHEDULE,
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SCHED_METROPOLICE_WAKE_ANGRY,
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SCHED_METROPOLICE_HARASS,
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SCHED_METROPOLICE_CHASE_ENEMY,
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SCHED_METROPOLICE_ESTABLISH_LINE_OF_FIRE,
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SCHED_METROPOLICE_DRAW_PISTOL,
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SCHED_METROPOLICE_DEPLOY_MANHACK,
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SCHED_METROPOLICE_ADVANCE,
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SCHED_METROPOLICE_CHARGE,
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SCHED_METROPOLICE_BURNING_RUN,
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SCHED_METROPOLICE_BURNING_STAND,
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SCHED_METROPOLICE_SMG_NORMAL_ATTACK,
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SCHED_METROPOLICE_SMG_BURST_ATTACK,
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SCHED_METROPOLICE_AIM_STITCH_AT_AIRBOAT,
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SCHED_METROPOLICE_AIM_STITCH_IN_FRONT_OF_AIRBOAT,
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SCHED_METROPOLICE_AIM_STITCH_TIGHTLY,
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SCHED_METROPOLICE_AIM_STITCH_ALONG_SIDE_OF_AIRBOAT,
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SCHED_METROPOLICE_AIM_STITCH_BEHIND_AIRBOAT,
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SCHED_METROPOLICE_ESTABLISH_STITCH_LINE_OF_FIRE,
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SCHED_METROPOLICE_INVESTIGATE_SOUND,
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SCHED_METROPOLICE_WARN_AND_ARREST_ENEMY,
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SCHED_METROPOLICE_ARREST_ENEMY,
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SCHED_METROPOLICE_ENEMY_RESISTING_ARREST,
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SCHED_METROPOLICE_WARN_TARGET,
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SCHED_METROPOLICE_HARASS_TARGET,
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SCHED_METROPOLICE_SUPPRESS_TARGET,
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SCHED_METROPOLICE_RETURN_FROM_HARASS,
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SCHED_METROPOLICE_SHOVE,
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SCHED_METROPOLICE_ACTIVATE_BATON,
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SCHED_METROPOLICE_DEACTIVATE_BATON,
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SCHED_METROPOLICE_ALERT_FACE_BESTSOUND,
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SCHED_METROPOLICE_RETURN_TO_PRECHASE,
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SCHED_METROPOLICE_SMASH_PROP,
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|
|
|
};
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enum
|
|
|
|
{
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TASK_METROPOLICE_HARASS = BaseClass::NEXT_TASK,
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TASK_METROPOLICE_DIE_INSTANTLY,
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TASK_METROPOLICE_BURST_ATTACK,
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TASK_METROPOLICE_STOP_FIRE_BURST,
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TASK_METROPOLICE_AIM_STITCH_AT_PLAYER,
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TASK_METROPOLICE_AIM_STITCH_AT_AIRBOAT,
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|
|
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TASK_METROPOLICE_AIM_STITCH_TIGHTLY,
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|
|
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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
|