cod4-sdk/raw/maps/_patrol.gsc
2008-01-19 00:00:00 +00:00

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#include maps\_utility;
#include maps\_anim;
#using_animtree( "generic_human" );
patrol( start_target )
{
if ( isdefined( self.enemy ) )
return;
self endon( "death" );
self endon( "end_patrol" );
level endon( "_stealth_spotted" );
level endon( "_stealth_found_corpse" );
// self.old_walkdist = self.walkdist;
// self.walkdist = 9999;
self thread waittill_combat();
self thread waittill_death();
assert( !isdefined( self.enemy ) );
self endon( "enemy" );
self.goalradius = 32;
self allowedStances( "stand" );
self.disableArrivals = true;
self.disableExits = true;
self.allowdeath = true;
self.script_patroller = 1;
/********************************************************************************************************
//THE FOLLOWING SHOULD BE ADDED TO YOUR LEVEL ANIM FILE AND FAST FILE
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
*********************************************************************************************************/
walkanim = "patrol_walk";
if( isdefined( self.patrol_walk_anim ) )
walkanim = self.patrol_walk_anim;
self set_generic_run_anim( walkanim, true );
self thread patrol_walk_twitch_loop();
// NOTE add combat call back and force patroller to walk
// 1st boolean, true is for origins, false is for nodes
// 2nd boolean, true is for targetname linking, false is for linkto
get_goal_func[ true ][ true ] = ::get_target_ents;
get_goal_func[ true ][ false ] = ::get_linked_ents;
get_goal_func[ false ][ true ] = ::get_target_nodes;
get_goal_func[ false ][ false ] = ::get_linked_nodes;
set_goal_func[ true ] = ::set_goal_ent;
set_goal_func[ false ] = ::set_goal_node;
if ( isdefined( start_target ) )
self.target = start_target;
assertEx( isdefined( self.target ) || isdefined( self.script_linkto ), "Patroller with no target or script_linkto defined." );
if ( isdefined( self.target ) )
{
link_type = true;
ents = self get_target_ents();
nodes = self get_target_nodes();
if ( ents.size )
{
currentgoal = random( ents );
goal_type = true;
}
else
{
currentgoal = random( nodes );
goal_type = false;
}
}
else
{
link_type = false;
ents = self get_linked_ents();
nodes = self get_linked_nodes();
if ( ents.size )
{
currentgoal = random( ents );
goal_type = true;
}
else
{
currentgoal = random( nodes );
goal_type = false;
}
}
assertex( isdefined( currentgoal ), "Initial goal for patroller is undefined" );
nextgoal = currentgoal;
for ( ;; )
{
while ( isdefined( nextgoal.patrol_claimed ) )
{
// self animscripted( "scripted_animdone", self.origin, self.angles, getGenericAnim( "pause" ) );
// self waittill( "scripted_animdone" );
wait 0.05;
}
currentgoal.patrol_claimed = undefined;
currentgoal = nextgoal;
self notify( "release_node" );
assertex( !isdefined( currentgoal.patrol_claimed ), "Goal was already claimed" );
currentgoal.patrol_claimed = true;
// self thread showclaimed( currentgoal );
//this is for stealth code...so we can send him back to his patrol node if need be
self.last_patrol_goal = currentgoal;
[[ set_goal_func[ goal_type ] ]]( currentgoal );
//check for both defined and size - because ents dont have radius defined by
//default - but nodes do - and that radius is 0 by default.
if( isdefined( currentgoal.radius ) && currentgoal.radius > 0 )
self.goalradius = currentgoal.radius;
else
self.goalradius = 32;
self waittill( "goal" );
currentgoal notify( "trigger", self );
if ( isdefined( currentgoal.script_animation ) )
{
//assert( currentgoal.script_animation == "pause" || currentgoal.script_animation == "turn180" || currentgoal.script_animation == "smoke" );
stop = "patrol_stop";
self anim_generic_custom_animmode( self, "gravity", stop );
switch( currentgoal.script_animation )
{
case "pause":
idle = "patrol_idle_" + randomintrange(1,6);
self anim_generic( self, idle );
start = "patrol_start";
self anim_generic_custom_animmode( self, "gravity", start );
break;
case "turn180":
turn = "patrol_turn180";
self anim_generic_custom_animmode( self, "gravity", turn );
break;
case "smoke":
anime = "patrol_idle_smoke";
self anim_generic( self, anime );
start = "patrol_start";
self anim_generic_custom_animmode( self, "gravity", start );
break;
case "stretch":
anime = "patrol_idle_stretch";
self anim_generic( self, anime );
start = "patrol_start";
self anim_generic_custom_animmode( self, "gravity", start );
break;
case "checkphone":
anime = "patrol_idle_checkphone";
self anim_generic( self, anime );
start = "patrol_start";
self anim_generic_custom_animmode( self, "gravity", start );
break;
case "phone":
anime = "patrol_idle_phone";
self anim_generic( self, anime );
start = "patrol_start";
self anim_generic_custom_animmode( self, "gravity", start );
break;
}
}
currentgoals = currentgoal [[ get_goal_func[ goal_type ][ link_type ] ]]();
if ( !currentgoals.size )
{
self notify( "reached_path_end" );
break;
}
nextgoal = random( currentgoals );
}
}
patrol_walk_twitch_loop()
{
self endon( "death" );
self endon( "enemy" );
self endon( "end_patrol" );
level endon( "_stealth_spotted" );
level endon( "_stealth_found_corpse" );
self notify( "patrol_walk_twitch_loop" );
self endon( "patrol_walk_twitch_loop" );
if( isdefined( self.patrol_walk_anim ) && !isdefined( self.patrol_walk_twitch ) )
return;
while(1)
{
wait randomfloatrange(8,20);
walkanim = "patrol_walk_twitch";
if( isdefined( self.patrol_walk_twitch ) )
walkanim = self.patrol_walk_twitch;
self set_generic_run_anim( walkanim, true );
length = getanimlength( getanim_generic( walkanim ) );
wait length;
walkanim = "patrol_walk";
if( isdefined( self.patrol_walk_anim ) )
walkanim = self.patrol_walk_anim;
self set_generic_run_anim( walkanim, true );
}
}
waittill_combat_wait()
{
self endon( "end_patrol" );
level endon( "_stealth_spotted" );
level endon( "_stealth_found_corpse" );
self waittill( "enemy" );
}
waittill_death()
{
self waittill( "death" );
if( !isdefined( self ) )
return;
self notify( "release_node" );
if( !isdefined( self.last_patrol_goal ) )
return;
self.last_patrol_goal.patrol_claimed = undefined;
}
waittill_combat()
{
self endon( "death" );
assert( !isdefined( self.enemy ) );
waittill_combat_wait();
// self.walkdist = self.old_walkdist;
if( !isdefined( self._stealth ) )
{
self clear_run_anim();
self allowedStances( "stand", "crouch", "prone" );
self.disableArrivals = false;
self.disableExits = false;
self stopanimscripted();
self notify( "stop_animmode" );
}
self.allowdeath = false;
if( !isdefined( self ) )
return;
self notify( "release_node" );
if( !isdefined( self.last_patrol_goal ) )
return;
self.last_patrol_goal.patrol_claimed = undefined;
}
get_target_ents()
{
array = [];
if ( isdefined( self.target ) )
array = getentarray( self.target, "targetname" );
return array;
}
get_target_nodes()
{
array = [];
if ( isdefined( self.target ) )
array = getnodearray( self.target, "targetname" );
return array;
}
get_linked_nodes()
{
array = [];
if ( isdefined( self.script_linkto ) )
{
linknames = strtok( self.script_linkto, " " );
for ( i = 0; i < linknames.size; i ++ )
{
ent = getnode( linknames[ i ], "script_linkname" );
if ( isdefined( ent ) )
array[ array.size ] = ent;
}
}
return array;
}
showclaimed( goal )
{
self endon( "release_node" );
/#
for ( ;; )
{
entnum = self getentnum();
print3d( goal.origin, entnum, ( 1.0, 1.0, 0.0 ), 1 );
wait 0.05;
}
#/
}