From 833f0b0823419d6343edd943d89804a533f49f56 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Wed, 27 Oct 2021 17:10:31 -0500 Subject: [PATCH] Added a bajillion new activities --- sp/src/game/server/ai_activity.cpp | 184 +++++++++++++++++++++ sp/src/game/server/hl2/weapon_357.cpp | 5 + sp/src/game/server/hl2/weapon_ar2.cpp | 14 +- sp/src/game/server/hl2/weapon_crossbow.cpp | 5 + sp/src/game/server/hl2/weapon_crowbar.cpp | 3 + sp/src/game/server/hl2/weapon_pistol.cpp | 17 ++ sp/src/game/server/hl2/weapon_rpg.cpp | 10 +- sp/src/game/server/hl2/weapon_shotgun.cpp | 61 ++++++- sp/src/game/server/hl2/weapon_smg1.cpp | 10 ++ sp/src/game/shared/activitylist.cpp | 67 ++++++++ sp/src/game/shared/ai_activity.h | 74 +++++++++ 11 files changed, 444 insertions(+), 6 deletions(-) diff --git a/sp/src/game/server/ai_activity.cpp b/sp/src/game/server/ai_activity.cpp index c467ddc4..f62e38db 100644 --- a/sp/src/game/server/ai_activity.cpp +++ b/sp/src/game/server/ai_activity.cpp @@ -2183,6 +2183,8 @@ void CAI_BaseNPC::InitDefaultActivitySR(void) ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR2 ); + + ADD_ACTIVITY_TO_SR( ACT_COVER_AR2_LOW ); #endif #ifdef SHARED_COMBINE_ACTIVITIES @@ -2245,14 +2247,42 @@ void CAI_BaseNPC::InitDefaultActivitySR(void) ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_PISTOL ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN ); + + ADD_ACTIVITY_TO_SR( ACT_COVER_SHOTGUN_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SHOTGUN_LOW ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN_STIMULATED ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SHOTGUN_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_RPG_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG_LOW ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_RPG ); ADD_ACTIVITY_TO_SR( ACT_RUN_PACKAGE ); ADD_ACTIVITY_TO_SR( ACT_RUN_SUITCASE ); ADD_ACTIVITY_TO_SR( ACT_ARM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_ARM_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_ARM_RPG ); + ADD_ACTIVITY_TO_SR( ACT_ARM_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DISARM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DISARM_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_DISARM_RPG ); + ADD_ACTIVITY_TO_SR( ACT_DISARM_MELEE ); #endif #ifdef EXPANDED_NAVIGATION_ACTIVITIES @@ -2263,4 +2293,158 @@ void CAI_BaseNPC::InitDefaultActivitySR(void) ADD_ACTIVITY_TO_SR( ACT_CLIMB_MOUNT_BOTTOM ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT_BOTTOM ); #endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_MED ); + + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_REVOLVER_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_CROSSBOW_MED ); + + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SHOTGUN_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_RPG_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_REVOLVER_MED ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_CROSSBOW_MED ); + + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L ); + + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_RIFLE ); + + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_PISTOL ); +#endif } + +#ifdef MAPBASE +//----------------------------------------------------------------------------- +// Purpose: This is a multi-purpose table which links NPC activities to their gesture variants. +//----------------------------------------------------------------------------- +CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] = +{ + { ACT_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK1 }, + { ACT_RANGE_ATTACK2, ACT_GESTURE_RANGE_ATTACK2 }, + { ACT_MELEE_ATTACK1, ACT_GESTURE_MELEE_ATTACK1 }, + { ACT_MELEE_ATTACK2, ACT_GESTURE_MELEE_ATTACK2 }, + { ACT_RELOAD, ACT_GESTURE_RELOAD }, + + { ACT_RANGE_ATTACK1_LOW, ACT_GESTURE_RANGE_ATTACK1 }, // NOTE: ACT_GESTURE_RANGE_ATTACK1_LOW exists, but isn't used + { ACT_RANGE_ATTACK2_LOW, ACT_GESTURE_RANGE_ATTACK2 }, // NOTE: ACT_GESTURE_RANGE_ATTACK2_LOW exists, but isn't used + { ACT_RELOAD_LOW, ACT_GESTURE_RELOAD }, + + { ACT_MELEE_ATTACK_SWING, ACT_GESTURE_MELEE_ATTACK_SWING }, + + // ----------------------------------------------------------- + + { ACT_RANGE_ATTACK_AR2, ACT_GESTURE_RANGE_ATTACK_AR2 }, + { ACT_RANGE_ATTACK_AR2_LOW, ACT_GESTURE_RANGE_ATTACK_AR2 }, + { ACT_RANGE_ATTACK_SMG1, ACT_GESTURE_RANGE_ATTACK_SMG1 }, + { ACT_RANGE_ATTACK_SMG1_LOW, ACT_GESTURE_RANGE_ATTACK_SMG1 }, + { ACT_RANGE_ATTACK_SHOTGUN, ACT_GESTURE_RANGE_ATTACK_SHOTGUN }, + { ACT_RANGE_ATTACK_SHOTGUN_LOW, ACT_GESTURE_RANGE_ATTACK_SHOTGUN }, + { ACT_RANGE_ATTACK_PISTOL, ACT_GESTURE_RANGE_ATTACK_PISTOL }, + { ACT_RANGE_ATTACK_PISTOL_LOW, ACT_GESTURE_RANGE_ATTACK_PISTOL }, + + // ----------------------------------------------------------- + + { ACT_SMALL_FLINCH, ACT_GESTURE_SMALL_FLINCH }, + { ACT_BIG_FLINCH, ACT_GESTURE_BIG_FLINCH }, + { ACT_FLINCH_HEAD, ACT_GESTURE_FLINCH_HEAD }, + { ACT_FLINCH_CHEST, ACT_GESTURE_FLINCH_CHEST }, + { ACT_FLINCH_STOMACH, ACT_GESTURE_FLINCH_STOMACH }, + { ACT_FLINCH_LEFTARM, ACT_GESTURE_FLINCH_LEFTARM }, + { ACT_FLINCH_RIGHTARM, ACT_GESTURE_FLINCH_RIGHTARM }, + { ACT_FLINCH_LEFTLEG, ACT_GESTURE_FLINCH_LEFTLEG }, + { ACT_FLINCH_RIGHTLEG, ACT_GESTURE_FLINCH_RIGHTLEG }, + + // ----------------------------------------------------------- + +#if AR2_ACTIVITY_FIX == 1 + { ACT_RELOAD_AR2, ACT_GESTURE_RELOAD_AR2 }, + { ACT_RELOAD_AR2_LOW, ACT_GESTURE_RELOAD_AR2 }, +#endif + { ACT_RELOAD_SMG1, ACT_GESTURE_RELOAD_SMG1 }, + { ACT_RELOAD_SMG1_LOW, ACT_GESTURE_RELOAD_SMG1 }, + { ACT_RELOAD_SHOTGUN, ACT_GESTURE_RELOAD_SHOTGUN }, + { ACT_RELOAD_SHOTGUN_LOW, ACT_GESTURE_RELOAD_SHOTGUN }, + { ACT_RELOAD_PISTOL, ACT_GESTURE_RELOAD_PISTOL }, + { ACT_RELOAD_PISTOL_LOW, ACT_GESTURE_RELOAD_PISTOL }, + +#ifdef SHARED_COMBINE_ACTIVITIES + { ACT_SPECIAL_ATTACK1, ACT_GESTURE_SPECIAL_ATTACK1 }, + { ACT_SPECIAL_ATTACK2, ACT_GESTURE_SPECIAL_ATTACK2 }, + { ACT_COMBINE_THROW_GRENADE, ACT_GESTURE_COMBINE_THROW_GRENADE }, + { ACT_COMBINE_AR2_ALTFIRE, ACT_GESTURE_COMBINE_AR2_ALTFIRE }, + + { ACT_SIGNAL_ADVANCE, ACT_GESTURE_SIGNAL_ADVANCE }, + { ACT_SIGNAL_FORWARD, ACT_GESTURE_SIGNAL_FORWARD }, + { ACT_SIGNAL_GROUP, ACT_GESTURE_SIGNAL_GROUP }, + { ACT_SIGNAL_HALT, ACT_GESTURE_SIGNAL_HALT }, + { ACT_SIGNAL_LEFT, ACT_GESTURE_SIGNAL_LEFT }, + { ACT_SIGNAL_RIGHT, ACT_GESTURE_SIGNAL_RIGHT }, + { ACT_SIGNAL_TAKECOVER, ACT_GESTURE_SIGNAL_TAKECOVER }, +#endif + +#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES + { ACT_RANGE_ATTACK_REVOLVER, ACT_GESTURE_RANGE_ATTACK_REVOLVER }, + { ACT_RANGE_ATTACK_REVOLVER_LOW, ACT_GESTURE_RANGE_ATTACK_REVOLVER }, + { ACT_RANGE_ATTACK_CROSSBOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW }, + { ACT_RANGE_ATTACK_CROSSBOW_LOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW }, + { ACT_RANGE_ATTACK_RPG, ACT_GESTURE_RANGE_ATTACK_RPG }, + { ACT_RANGE_ATTACK_RPG_LOW, ACT_GESTURE_RANGE_ATTACK_RPG }, + + { ACT_RELOAD_REVOLVER, ACT_GESTURE_RELOAD_REVOLVER }, + { ACT_RELOAD_REVOLVER_LOW, ACT_GESTURE_RELOAD_REVOLVER }, + { ACT_RELOAD_CROSSBOW, ACT_GESTURE_RELOAD_CROSSBOW }, + { ACT_RELOAD_CROSSBOW_LOW, ACT_GESTURE_RELOAD_CROSSBOW }, +#endif +}; + +Activity CAI_BaseNPC::GetGestureVersionOfActivity( Activity inActivity ) +{ + actlink_t *pTable = gm_ActivityGestureLinks; + int actCount = ARRAYSIZE( gm_ActivityGestureLinks ); + + for ( int i = 0; i < actCount; i++, pTable++ ) + { + if ( inActivity == pTable->sequence ) + { + return pTable->gesture; + } + } + + return ACT_INVALID; +} + +Activity CAI_BaseNPC::GetSequenceVersionOfGesture( Activity inActivity ) +{ + actlink_t *pTable = gm_ActivityGestureLinks; + int actCount = ARRAYSIZE( gm_ActivityGestureLinks ); + + for (int i = 0; i < actCount; i++, pTable++) + { + if (inActivity == pTable->gesture) + { + return pTable->sequence; + } + } + + return ACT_INVALID; +} +#endif diff --git a/sp/src/game/server/hl2/weapon_357.cpp b/sp/src/game/server/hl2/weapon_357.cpp index dc8e4483..16c57991 100644 --- a/sp/src/game/server/hl2/weapon_357.cpp +++ b/sp/src/game/server/hl2/weapon_357.cpp @@ -193,6 +193,11 @@ acttable_t CWeapon357::m_acttable[] = { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false }, { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_REVOLVER_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_REVOLVER_MED, true }, +#endif }; diff --git a/sp/src/game/server/hl2/weapon_ar2.cpp b/sp/src/game/server/hl2/weapon_ar2.cpp index 5e12856c..35305f59 100644 --- a/sp/src/game/server/hl2/weapon_ar2.cpp +++ b/sp/src/game/server/hl2/weapon_ar2.cpp @@ -96,11 +96,11 @@ acttable_t CWeaponAR2::m_acttable[] = { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, { ACT_RUN, ACT_RUN_AR2, true }, - { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, + { ACT_RUN_AIM, ACT_RUN_AIM_AR2, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false }, - { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, + { ACT_COVER_LOW, ACT_COVER_AR2_LOW, true }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR2_LOW, false }, { ACT_RELOAD_LOW, ACT_RELOAD_AR2_LOW, false }, @@ -161,6 +161,16 @@ acttable_t CWeaponAR2::m_acttable[] = { ACT_ARM, ACT_ARM_RIFLE, false }, { ACT_DISARM, ACT_DISARM_RIFLE, false }, #endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_AR2_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_AR2_MED, true }, + + { ACT_COVER_WALL_R, ACT_COVER_WALL_R_RIFLE, true }, + { ACT_COVER_WALL_L, ACT_COVER_WALL_L_RIFLE, true }, + { ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, true }, + { ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, true }, +#endif }; IMPLEMENT_ACTTABLE(CWeaponAR2); diff --git a/sp/src/game/server/hl2/weapon_crossbow.cpp b/sp/src/game/server/hl2/weapon_crossbow.cpp index 87f45fce..f1b5009a 100644 --- a/sp/src/game/server/hl2/weapon_crossbow.cpp +++ b/sp/src/game/server/hl2/weapon_crossbow.cpp @@ -715,6 +715,11 @@ acttable_t CWeaponCrossbow::m_acttable[] = { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, #endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_CROSSBOW_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_CROSSBOW_MED, true }, +#endif }; IMPLEMENT_ACTTABLE(CWeaponCrossbow); diff --git a/sp/src/game/server/hl2/weapon_crowbar.cpp b/sp/src/game/server/hl2/weapon_crowbar.cpp index e95c2dbb..1a6488c2 100644 --- a/sp/src/game/server/hl2/weapon_crowbar.cpp +++ b/sp/src/game/server/hl2/weapon_crowbar.cpp @@ -46,6 +46,9 @@ acttable_t CWeaponCrowbar::m_acttable[] = // Just so we don't have to implement more activities, re-use the MP acts { ACT_RUN, ACT_MP_RUN_MELEE, false }, { ACT_WALK, ACT_MP_WALK_MELEE, false }, + + { ACT_ARM, ACT_ARM_MELEE, false }, + { ACT_DISARM, ACT_DISARM_MELEE, false }, #endif }; diff --git a/sp/src/game/server/hl2/weapon_pistol.cpp b/sp/src/game/server/hl2/weapon_pistol.cpp index 417d1ee5..eff09cfe 100644 --- a/sp/src/game/server/hl2/weapon_pistol.cpp +++ b/sp/src/game/server/hl2/weapon_pistol.cpp @@ -240,6 +240,23 @@ acttable_t CWeaponPistol::m_acttable[] = { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, #endif + +#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES + { ACT_WALK_CROUCH, ACT_WALK_CROUCH_PISTOL, true }, + { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_PISTOL, true }, + { ACT_RUN_CROUCH, ACT_RUN_CROUCH_PISTOL, true }, + { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_PISTOL, true }, +#endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_PISTOL_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_PISTOL_MED, true }, + + { ACT_COVER_WALL_R, ACT_COVER_WALL_R_PISTOL, true }, + { ACT_COVER_WALL_L, ACT_COVER_WALL_L_PISTOL, true }, + { ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_PISTOL, true }, + { ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_PISTOL, true }, +#endif }; diff --git a/sp/src/game/server/hl2/weapon_rpg.cpp b/sp/src/game/server/hl2/weapon_rpg.cpp index 2efbd409..72ee96f9 100644 --- a/sp/src/game/server/hl2/weapon_rpg.cpp +++ b/sp/src/game/server/hl2/weapon_rpg.cpp @@ -1402,6 +1402,7 @@ acttable_t CWeaponRPG::m_acttable[] = #ifdef EXPANDED_HL2_WEAPON_ACTIVITIES { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_RPG_LOW, false }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_RPG_LOW, false }, + { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_RPG, false }, #endif { ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true }, @@ -1417,8 +1418,13 @@ acttable_t CWeaponRPG::m_acttable[] = { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true }, #ifdef EXPANDED_HL2_WEAPON_ACTIVITIES - { ACT_ARM, ACT_ARM_RIFLE, false }, - { ACT_DISARM, ACT_DISARM_RIFLE, false }, + { ACT_ARM, ACT_ARM_RPG, false }, + { ACT_DISARM, ACT_DISARM_RPG, false }, +#endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_RPG_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_RPG_MED, true }, #endif }; diff --git a/sp/src/game/server/hl2/weapon_shotgun.cpp b/sp/src/game/server/hl2/weapon_shotgun.cpp index 44406dee..a1a228c8 100644 --- a/sp/src/game/server/hl2/weapon_shotgun.cpp +++ b/sp/src/game/server/hl2/weapon_shotgun.cpp @@ -108,6 +108,57 @@ END_DATADESC() acttable_t CWeaponShotgun::m_acttable[] = { +#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES + // Note that ACT_IDLE_SHOTGUN_AGITATED seems to be a stand-in for ACT_IDLE_SHOTGUN on citizens, + // but that isn't acceptable for NPCs which don't use readiness activities. + { ACT_IDLE, ACT_IDLE_SHOTGUN, true }, + + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, + { ACT_RELOAD, ACT_RELOAD_SHOTGUN, false }, + { ACT_WALK, ACT_WALK_SHOTGUN, true }, + { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, + +// Readiness activities (not aiming) + { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims + { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, + { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, false },//always aims + + { ACT_WALK_RELAXED, ACT_WALK_SHOTGUN_RELAXED, false },//never aims + { ACT_WALK_STIMULATED, ACT_WALK_SHOTGUN_STIMULATED, false }, + { ACT_WALK_AGITATED, ACT_WALK_AIM_SHOTGUN, false },//always aims + + { ACT_RUN_RELAXED, ACT_RUN_SHOTGUN_RELAXED, false },//never aims + { ACT_RUN_STIMULATED, ACT_RUN_SHOTGUN_STIMULATED, false }, + { ACT_RUN_AGITATED, ACT_RUN_AIM_SHOTGUN, false },//always aims + +// Readiness activities (aiming) + { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims + { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SHOTGUN_STIMULATED, false }, + { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, false },//always aims + + { ACT_WALK_AIM_RELAXED, ACT_WALK_SHOTGUN_RELAXED, false },//never aims + { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SHOTGUN_STIMULATED, false }, + { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SHOTGUN, false },//always aims + + { ACT_RUN_AIM_RELAXED, ACT_RUN_SHOTGUN_RELAXED, false },//never aims + { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SHOTGUN_STIMULATED, false }, + { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SHOTGUN, false },//always aims +//End readiness activities + + { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, + { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, + { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, + { ACT_RUN, ACT_RUN_SHOTGUN, true }, + { ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true }, + { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, + { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, + { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, + { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true }, + { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, + { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false }, + { ACT_COVER_LOW, ACT_COVER_SHOTGUN_LOW, false }, + { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SHOTGUN_LOW, false }, +#else { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, @@ -153,10 +204,16 @@ acttable_t CWeaponShotgun::m_acttable[] = { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false }, +#endif #ifdef EXPANDED_HL2_WEAPON_ACTIVITIES - { ACT_ARM, ACT_ARM_RIFLE, false }, - { ACT_DISARM, ACT_DISARM_RIFLE, false }, + { ACT_ARM, ACT_ARM_SHOTGUN, true }, + { ACT_DISARM, ACT_DISARM_SHOTGUN, true }, +#endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SHOTGUN_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SHOTGUN_MED, true }, #endif }; diff --git a/sp/src/game/server/hl2/weapon_smg1.cpp b/sp/src/game/server/hl2/weapon_smg1.cpp index b0c75a14..3589358e 100644 --- a/sp/src/game/server/hl2/weapon_smg1.cpp +++ b/sp/src/game/server/hl2/weapon_smg1.cpp @@ -139,6 +139,16 @@ acttable_t CWeaponSMG1::m_acttable[] = { ACT_ARM, ACT_ARM_RIFLE, false }, { ACT_DISARM, ACT_DISARM_RIFLE, false }, #endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG1_MED, false }, + { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG1_MED, true }, + + { ACT_COVER_WALL_R, ACT_COVER_WALL_R_RIFLE, true }, + { ACT_COVER_WALL_L, ACT_COVER_WALL_L_RIFLE, true }, + { ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, true }, + { ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, true }, +#endif }; IMPLEMENT_ACTTABLE(CWeaponSMG1); diff --git a/sp/src/game/shared/activitylist.cpp b/sp/src/game/shared/activitylist.cpp index 6d3f3cf6..95ff2144 100644 --- a/sp/src/game/shared/activitylist.cpp +++ b/sp/src/game/shared/activitylist.cpp @@ -2299,6 +2299,8 @@ void ActivityList_RegisterSharedActivities( void ) REGISTER_SHARED_ACTIVITY( ACT_RELOAD_AR2_LOW ); REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_AR2 ); + + REGISTER_SHARED_ACTIVITY( ACT_COVER_AR2_LOW ); #endif #ifdef SHARED_COMBINE_ACTIVITIES @@ -2361,14 +2363,42 @@ void ActivityList_RegisterSharedActivities( void ) REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_PISTOL_STIMULATED ); REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_PISTOL_STIMULATED ); + REGISTER_SHARED_ACTIVITY( ACT_WALK_CROUCH_PISTOL ); + REGISTER_SHARED_ACTIVITY( ACT_WALK_CROUCH_AIM_PISTOL ); + REGISTER_SHARED_ACTIVITY( ACT_RUN_CROUCH_PISTOL ); + REGISTER_SHARED_ACTIVITY( ACT_RUN_CROUCH_AIM_PISTOL ); + + REGISTER_SHARED_ACTIVITY( ACT_IDLE_SHOTGUN ); + REGISTER_SHARED_ACTIVITY( ACT_WALK_SHOTGUN ); + REGISTER_SHARED_ACTIVITY( ACT_RUN_SHOTGUN ); + + REGISTER_SHARED_ACTIVITY( ACT_COVER_SHOTGUN_LOW ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SHOTGUN_LOW ); + + REGISTER_SHARED_ACTIVITY( ACT_WALK_SHOTGUN_RELAXED ); + REGISTER_SHARED_ACTIVITY( ACT_WALK_SHOTGUN_STIMULATED ); + REGISTER_SHARED_ACTIVITY( ACT_RUN_SHOTGUN_RELAXED ); + REGISTER_SHARED_ACTIVITY( ACT_RUN_SHOTGUN_STIMULATED ); + + REGISTER_SHARED_ACTIVITY( ACT_IDLE_AIM_SHOTGUN_STIMULATED ); + REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_SHOTGUN_STIMULATED ); + REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_SHOTGUN_STIMULATED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_RPG_LOW ); REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_RPG_LOW ); + REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_RPG ); REGISTER_SHARED_ACTIVITY( ACT_RUN_PACKAGE ); REGISTER_SHARED_ACTIVITY( ACT_RUN_SUITCASE ); REGISTER_SHARED_ACTIVITY( ACT_ARM_RIFLE ); + REGISTER_SHARED_ACTIVITY( ACT_ARM_SHOTGUN ); + REGISTER_SHARED_ACTIVITY( ACT_ARM_RPG ); + REGISTER_SHARED_ACTIVITY( ACT_ARM_MELEE ); REGISTER_SHARED_ACTIVITY( ACT_DISARM_RIFLE ); + REGISTER_SHARED_ACTIVITY( ACT_DISARM_SHOTGUN ); + REGISTER_SHARED_ACTIVITY( ACT_DISARM_RPG ); + REGISTER_SHARED_ACTIVITY( ACT_DISARM_MELEE ); #endif #ifdef EXPANDED_NAVIGATION_ACTIVITIES @@ -2380,6 +2410,43 @@ void ActivityList_RegisterSharedActivities( void ) REGISTER_SHARED_ACTIVITY( ACT_CLIMB_DISMOUNT_BOTTOM ); #endif +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK1_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK2_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_MED ); + + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_AR2_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SMG1_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SHOTGUN_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_PISTOL_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_RPG_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_REVOLVER_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_CROSSBOW_MED ); + + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_AR2_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SMG1_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SHOTGUN_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_PISTOL_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_RPG_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_REVOLVER_MED ); + REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_CROSSBOW_MED ); + + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L ); + + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R_RIFLE ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L_RIFLE ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R_RIFLE ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L_RIFLE ); + + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R_PISTOL ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L_PISTOL ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R_PISTOL ); + REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L_PISTOL ); +#endif + AssertMsg( g_HighestActivity == LAST_SHARED_ACTIVITY - 1, "Not all activities from ai_activity.h registered in activitylist.cpp" ); } diff --git a/sp/src/game/shared/ai_activity.h b/sp/src/game/shared/ai_activity.h index 36d07ed3..11845787 100644 --- a/sp/src/game/shared/ai_activity.h +++ b/sp/src/game/shared/ai_activity.h @@ -45,6 +45,10 @@ // This enables some new navigation-related activities. #define EXPANDED_NAVIGATION_ACTIVITIES 1 +// EXPANDED HL2 COVER ACTIVITIES +// This enables some new cover-related activities. +#define EXPANDED_HL2_COVER_ACTIVITIES 1 + #endif #define ACTIVITY_NOT_AVAILABLE -1 @@ -2168,6 +2172,8 @@ typedef enum ACT_RELOAD_AR2_LOW, ACT_GESTURE_RELOAD_AR2, + + ACT_COVER_AR2_LOW, #endif #ifdef SHARED_COMBINE_ACTIVITIES @@ -2234,9 +2240,32 @@ typedef enum ACT_WALK_AIM_PISTOL_STIMULATED, ACT_RUN_AIM_PISTOL_STIMULATED, + ACT_WALK_CROUCH_PISTOL, + ACT_WALK_CROUCH_AIM_PISTOL, + ACT_RUN_CROUCH_PISTOL, + ACT_RUN_CROUCH_AIM_PISTOL, + + // Shotgun + ACT_IDLE_SHOTGUN, + ACT_WALK_SHOTGUN, + ACT_RUN_SHOTGUN, + + ACT_COVER_SHOTGUN_LOW, + ACT_RANGE_AIM_SHOTGUN_LOW, + + ACT_WALK_SHOTGUN_RELAXED, + ACT_WALK_SHOTGUN_STIMULATED, + ACT_RUN_SHOTGUN_RELAXED, + ACT_RUN_SHOTGUN_STIMULATED, + + ACT_IDLE_AIM_SHOTGUN_STIMULATED, + ACT_WALK_AIM_SHOTGUN_STIMULATED, + ACT_RUN_AIM_SHOTGUN_STIMULATED, + // RPG ACT_RANGE_AIM_RPG_LOW, ACT_RANGE_ATTACK_RPG_LOW, + ACT_GESTURE_RANGE_ATTACK_RPG, // Citizen accessories ACT_RUN_PACKAGE, @@ -2244,7 +2273,13 @@ typedef enum // Holster/Unholster ACT_ARM_RIFLE, + ACT_ARM_SHOTGUN, + ACT_ARM_RPG, + ACT_ARM_MELEE, ACT_DISARM_RIFLE, + ACT_DISARM_SHOTGUN, + ACT_DISARM_RPG, + ACT_DISARM_MELEE, #endif #ifdef EXPANDED_NAVIGATION_ACTIVITIES @@ -2255,6 +2290,45 @@ typedef enum ACT_CLIMB_MOUNT_BOTTOM, ACT_CLIMB_DISMOUNT_BOTTOM, #endif + +#ifdef EXPANDED_HL2_COVER_ACTIVITIES + // Crouch Cover Medium + ACT_RANGE_ATTACK1_MED, + ACT_RANGE_ATTACK2_MED, + ACT_RANGE_AIM_MED, + + ACT_RANGE_ATTACK_AR2_MED, + ACT_RANGE_ATTACK_SMG1_MED, + ACT_RANGE_ATTACK_SHOTGUN_MED, + ACT_RANGE_ATTACK_PISTOL_MED, + ACT_RANGE_ATTACK_RPG_MED, + ACT_RANGE_ATTACK_REVOLVER_MED, + ACT_RANGE_ATTACK_CROSSBOW_MED, + + ACT_RANGE_AIM_AR2_MED, + ACT_RANGE_AIM_SMG1_MED, + ACT_RANGE_AIM_SHOTGUN_MED, + ACT_RANGE_AIM_PISTOL_MED, + ACT_RANGE_AIM_RPG_MED, + ACT_RANGE_AIM_REVOLVER_MED, + ACT_RANGE_AIM_CROSSBOW_MED, + + // Wall Cover (for use in custom cover hints) + ACT_COVER_WALL_R, + ACT_COVER_WALL_L, + ACT_COVER_WALL_LOW_R, + ACT_COVER_WALL_LOW_L, + + ACT_COVER_WALL_R_RIFLE, + ACT_COVER_WALL_L_RIFLE, + ACT_COVER_WALL_LOW_R_RIFLE, + ACT_COVER_WALL_LOW_L_RIFLE, + + ACT_COVER_WALL_R_PISTOL, + ACT_COVER_WALL_L_PISTOL, + ACT_COVER_WALL_LOW_R_PISTOL, + ACT_COVER_WALL_LOW_L_PISTOL, +#endif // this is the end of the global activities, private per-monster activities start here. LAST_SHARED_ACTIVITY,