//--------------------------------------------------------- //--------------------------------------------------------- int CFastZombie::SelectSchedule ( void ) { if ( HasCondition( COND_ZOMBIE_RELEASECRAB ) ) { // Death waits for no man. Or zombie. Or something. return SCHED_ZOMBIE_RELEASECRAB; } if ( HasCondition( COND_FASTZOMBIE_CLIMB_TOUCH ) ) { return SCHED_FASTZOMBIE_UNSTICK_JUMP; } switch ( m_NPCState ) { case NPC_STATE_COMBAT: if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) ) { // Set state to alert and recurse! SetState( NPC_STATE_ALERT ); return SelectSchedule(); } break; case NPC_STATE_ALERT: if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) ) { ClearCondition( COND_LOST_ENEMY ); ClearCondition( COND_ENEMY_UNREACHABLE ); SetEnemy( NULL ); #ifdef DEBUG_ZOMBIES DevMsg("Wandering\n"); #endif // Just lost track of our enemy. // Wander around a bit so we don't look like a dingus. return SCHED_ZOMBIE_WANDER_MEDIUM; } break; } return BaseClass::SelectSchedule(); }
int CASW_Harvester::SelectHarvesterCombatSchedule() { int nSched = SelectFlinchSchedule_ASW(); if ( nSched != SCHED_NONE ) { // if we flinch, push forward the next attack float spawn_interval = 2.0f; m_flNextAttack = gpGlobals->curtime + spawn_interval; return nSched; } if ( HasCondition(COND_NEW_ENEMY) && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 2.0 ) { return SCHED_WAKE_ANGRY; } if ( HasCondition( COND_ENEMY_DEAD ) ) { // clear the current (dead) enemy and try to find another. SetEnemy( NULL ); if ( ChooseEnemy() ) { ClearCondition( COND_ENEMY_DEAD ); return SelectSchedule(); } SetState( NPC_STATE_ALERT ); return SelectSchedule(); } #ifdef ASW_FEARFUL_HARVESTERS // If I'm scared of this enemy run away if ( IRelationType( GetEnemy() ) == D_FR ) { if (HasCondition( COND_SEE_ENEMY ) || HasCondition( COND_LIGHT_DAMAGE )|| HasCondition( COND_HEAVY_DAMAGE )) { FearSound(); //ClearCommandGoal(); return SCHED_RUN_FROM_ENEMY; } // If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies. AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() ); if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) ) { // If we're facing him, just look ready. Otherwise, face him. if ( FInAimCone( GetEnemy()->EyePosition() ) ) return SCHED_COMBAT_STAND; return SCHED_FEAR_FACE; } } #endif // Check if need to reload if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) ) { return SCHED_HIDE_AND_RELOAD; } #ifdef ASW_FEARFUL_HARVESTERS if ( HasCondition(COND_TOO_CLOSE_TO_ATTACK) ) return SCHED_RUN_FROM_ENEMY; //SCHED_BACK_AWAY_FROM_ENEMY; #endif if ( GetShotRegulator()->IsInRestInterval() ) { if ( HasCondition(COND_CAN_RANGE_ATTACK1) ) return SCHED_COMBAT_FACE; } // we can see the enemy if ( HasCondition(COND_CAN_RANGE_ATTACK1) ) { return SCHED_RANGE_ATTACK1; } if ( HasCondition(COND_CAN_RANGE_ATTACK2) ) return SCHED_RANGE_ATTACK2; if ( HasCondition(COND_CAN_MELEE_ATTACK1) ) return SCHED_MELEE_ATTACK1; if ( HasCondition(COND_CAN_MELEE_ATTACK2) ) return SCHED_MELEE_ATTACK2; if ( HasCondition(COND_NOT_FACING_ATTACK) ) return SCHED_COMBAT_FACE; // if we're not attacking, then back away return SCHED_RUN_FROM_ENEMY; }