17var
bool autocvar_ai_enable =
true;
18var
bool autocvar_ai_debugLogic =
false;
20_ncMonster_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
22 if (autocvar_g_logTimestamps)
23 printf(
"^9%f ^5%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
25 printf(
"^5%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
27#define ncMonsterLog(...) if (autocvar_ai_debugLogic == true) _ncMonster_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
36 MONFL_CHANGED_ORIGIN_X,
37 MONFL_CHANGED_ORIGIN_Y,
38 MONFL_CHANGED_ORIGIN_Z,
39 MONFL_CHANGED_ANGLES_X,
40 MONFL_CHANGED_ANGLES_Y,
41 MONFL_CHANGED_ANGLES_Z,
42 MONFL_CHANGED_MODELINDEX,
47 MONFL_CHANGED_SKINHEALTH,
48 MONFL_CHANGED_MOVETYPE,
49 MONFL_CHANGED_EFFECTS,
52 MONFL_CHANGED_VELOCITY,
53 MONFL_CHANGED_RENDERCOLOR,
54 MONFL_CHANGED_RENDERAMT,
55 MONFL_CHANGED_RENDERMODE,
115 SEQUENCESTATE_ACTIVE,
144 MTRIG_SEEPLAYER_ANGRY,
148 MTRIG_SQUADMEMBERDEAD,
149 MTRIG_SQUADLEADERDEAD,
151 MTRIG_HEARENEMYPLAYER,
154 MTRIG_SEEPLAYER_RELAXED,
281 virtual void Save(
float);
282 virtual void Restore(
string,
string);
285 virtual void Touch(entity);
289 virtual void Input(entity,
string,
string);
290 virtual void Pain(entity, entity,
int, vector, vector,
int);
291 virtual void Death(entity, entity,
int, vector, vector,
int);
293 virtual void Gib(
int, vector);
294 virtual void Sound(
string);
295 virtual void SpawnKey(
string,
string);
299 virtual void RunAI(
void);
324 virtual float SeeFOV(
void);
409 virtual void StateChanged(monsterState_t,monsterState_t);
411 nonvirtual
void SetState(monsterState_t);
413 nonvirtual monsterState_t
GetState(
void);
421 virtual void Trigger(entity, triggermode_t);
444 nonvirtual
void _RenderDebugViewCone();
447 NETWORKED_FLOAT(m_flHeadYaw)
448 NETWORKED_FLOAT_N(subblendfrac)
449 NETWORKED_FLOAT_N(bonecontrol1)
454 vector oldnet_velocity;
455 float m_sentencePitch;
462 string m_outputOnDamaged;
463 string m_outputOnDeath;
464 string m_outputOnHalfHealth;
465 string m_outputOnHearPlayer;
466 string m_outputOnFoundEnemy;
467 string m_outputOnLostEnemy;
468 string m_outputOnLostEnemyLOS;
469 string m_outputOnFoundPlayer;
470 string m_outputOnLostPlayer;
471 string m_outputOnLostPlayerLOS;
472 string m_outputOnDamagedByPlayer;
473 string m_outputOnGreetPlayer;
477 string m_strRouteEnded;
478 int m_iSequenceRemove;
479 int m_iSequenceState;
480 float m_flSequenceEnd;
481 float m_flSequenceSpeed;
482 vector m_vecSequenceAngle;
483 int m_iSequenceFlags;
484 movementState_t m_iMoveState;
485 string m_strSequenceKillTarget;
487 int m_iTriggerCondition;
488 string m_strTriggerTarget;
491 float m_modelEventTime;
495 float m_flAttackThink;
496 monsterState_t m_iMState;
497 monsterState_t m_iOldMState;
506 float m_flTrackingTime;
508 NETWORKED_VECTOR_N(view_ofs)
514 float _m_flMeleeAttempts;
515 float _m_flMeleeDelay;
516 float _m_flBurstCount;
517 bool _m_bShouldThrow;
522 float _m_flReloadTracker;
531 string m_sndFootstep;
533 string m_sndChatterCombat;
536 string m_sndMeleeAttack;
537 string m_sndMeleeAttackHit;
538 string m_sndMeleeAttackMiss;
544 string m_defSpecial1;
545 float m_flSpecial1Range;
546 string m_defSpecial2;
547 float m_flSpecial2Range;
549 float m_flRanged1Range;
551 float m_flRanged2Range;
554 int m_iNumProjectiles;
555 float m_flProjectileDelay;
556 float m_flProjectileSpread;
559 float m_flAttackCone;
560 float m_flAttackAccuracy;
564 float m_flMeleeRange;
566 string m_sndRangedAttack;
567 float m_flReloadCount;
568 float m_flReloadDelay;
570 float m_flReserveAmmo;
572 string m_sndRangedAttack2;
574 bool m_bWeaponStartsDrawn;
575 string m_strBodyOnDraw;
580 float m_flLeapDamage;
581 bool m_bLeapAttacked;
582 float m_flForceSequence;
591 nonvirtual
void _LerpTurnToPos(vector);
592 nonvirtual
void _LerpTurnToYaw(
float);
593 virtual void _Alerted(
void);
594 nonvirtual
void _ChaseAfterSpawn(
void);
599string Sentences_GetSamples(
string);
600string Sentences_ProcessSample(
string);
604void ncMonster_AlertEnemyAlliance(vector pos,
float radius,
int alliance);
605entity ncMonster_FindClosestPlayer(entity);
609.float baseframe1time;
610.float baseframe2time;
619.float basesubblendfrac;
620.float basesubblend2frac;
void ncActor(void)
Definition Actor.qc:18
virtual void AttackHolster(void)
Overridable: Called when they're holstering a weapon.
Definition Monster.qc:1348
virtual void SeenPlayer(ncActor)
Called when a player is seen by the monster.
Definition Monster.qc:796
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Monster.qc:240
virtual void AlertNoise(void)
Overridable: Called when this monster gets 'alerted' to something new.
Definition Monster.qc:567
virtual float GetRunSpeed(void)
Overridable: Returns the running speed in Quake units per second.
Definition Monster.qc:972
nonvirtual void SetState(monsterState_t)
Sets the current state of this ncMonster.
Definition Monster.qc:1672
virtual float GetWalkSpeed(void)
Overridable: Returns the walking speed in Quake units per second.
Definition Monster.qc:960
virtual void Gib(int, vector)
Definition Monster.qc:528
virtual void SeenFriend(ncActor)
Called when a friend is seen by the monster.
Definition Monster.qc:806
virtual void DebugDraw(void)
virtual void IdleNoise(void)
Overridable: Called after a while when they've got nothing to do.
Definition Monster.qc:553
virtual void Sound(string)
Definition Monster.qc:522
virtual void HasBeenGibbed(void)
Definition Monster.qc:2005
nonvirtual bool InForcedAnimation(void)
Returns if we're currently in a forced animation sequence.
Definition Monster.qc:516
virtual float predraw(void)
virtual float GetYawSpeed(void)
Overridable: Returns the turning speed in euler-angle units per second.
Definition Monster.qc:984
nonvirtual void AnimationRewind(void)
Starts the animation sequence from the beginning.
Definition Monster.qc:510
virtual void StateChanged(monsterState_t, monsterState_t)
Called whenever the state of this ncMonster changes.
Definition Monster.qc:1646
virtual void Pain(entity, entity, int, vector, vector, int)
Called whenever the entity receives damage.
Definition Monster.qc:1890
virtual void AttackThink(void)
Overridable: Called when aiming their weapon.
Definition Monster.qc:1044
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition Monster.qc:2735
virtual bool IsAlive(void)
Returns if they're considered alive.
Definition Monster.qc:1637
virtual void AttackDraw(void)
Overridable: Called when they're drawing a weapon.
Definition Monster.qc:1330
virtual bool MeleeCondition(void)
Returns whether or not we should attempt a melee attack.
Definition Monster.qc:602
virtual void ScriptedSequenceEnded(void)
Internal use only.
Definition Monster.qc:1356
nonvirtual int GetSequenceState(void)
Returns the type of sequence they're currently in.
Definition Monster.qc:1690
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition Monster.qc:2162
virtual void Physics(void)
Definition Monster.qc:1717
virtual int AnimIdle(void)
DEPRECATED, Overridable: Called when we need to play a fresh idle framegroup.
Definition Monster.qc:484
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition Monster.qc:2469
virtual float GetChaseSpeed(void)
Overridable: Returns the chase speed in Quake units per second.
Definition Monster.qc:966
nonvirtual bool IsValidEnemy(entity)
Returns TRUE if 'enemy' should be considered a valid target for killing.
Definition Monster.qc:707
virtual void ScriptedSequenceEnded_Dead(void)
Internal use only.
Definition Monster.qc:1431
virtual void AnimationUpdate(void)
Internal use only.
Definition Monster.qc:1558
virtual bool IsOnRoute(void)
Returns TRUE if the monster is currently on route to a position.
Definition Monster.qc:751
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Monster.qc:155
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition Monster.qc:2484
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
virtual int AttackRanged(void)
Overridable: Called when attempting to attack from a distance.
Definition Monster.qc:1163
virtual float MeleeMaxDistance(void)
Overridable: Returns the distance in qu of what'll be a successfull melee attack.
Definition Monster.qc:595
nonvirtual void PerformAttack(string)
Definition Monster.qc:1153
virtual void RunAI(void)
Internal use only.
Definition Monster.qc:1702
virtual void AnimPlay(float)
Call to play a single animation onto it, which cannot be interrupted by movement.
Definition Monster.qc:503
nonvirtual void AlertNearbyClassWithMindset(string scheduleType)
Definition Monster.qc:679
virtual int AttackMelee(void)
Overridable: Called when attempting to melee attack.
Definition Monster.qc:1090
nonvirtual int GetTriggerCondition(void)
Returns the condition under which they'll trigger their targets.
Definition Monster.qc:137
nonvirtual bool ShouldTurn(void)
Definition Monster.qc:978
virtual void ScriptedSequenceEnded_Moved(void)
Internal use only.
Definition Monster.qc:1416
virtual void WalkRoute(void)
Internal use only.
Definition Monster.qc:1479
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition Monster.qc:1825
virtual void HasBeenHit(void)
Overridable: Called every time the monster is hurt, while still alive.
Definition Monster.qc:1873
void ncMonster(void)
Definition Monster.qc:21
virtual int AnimWalk(void)
DEPRECATED, Overridable: Called when we need to play a fresh walking framegroup.
Definition Monster.qc:490
virtual void HasBeenAlerted(void)
Definition Monster.qc:2011
nonvirtual void AlertNearbyToSchedule(string scheduleType)
Definition Monster.qc:647
virtual void SeeThink(void)
Internal use only.
Definition Monster.qc:811
nonvirtual monsterState_t GetState(void)
Returns the current state of this ncMonster.
Definition Monster.qc:1684
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Monster.qc:2128
virtual void FallNoise(void)
Overridable: Called when they start falling.
Definition Monster.qc:548
virtual void DebugDraw(void)
Definition Monster.qc:112
virtual float SeeFOV(void)
Overridable: Returns the field of view in degrees.
Definition Monster.qc:608
virtual int AnimRun(void)
DEPRECATED, Overridable: Called when we need to play a fresh running framegroup.
Definition Monster.qc:496
virtual void RouteClear(void)
Override.
Definition Monster.qc:1879
virtual void HasBeenKilled(void)
Overridable: Called once, when the monster has died.
Definition Monster.qc:1999
nonvirtual bool InScriptedSequence(void)
Returns if they're currently in a scripted sequence.
Definition Monster.qc:1696
virtual bool IsFriend(int)
Returns whether they are allied with the type in question.
Definition Monster.qc:577
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition Monster.qc:2243
virtual void TriggerTargets(void)
Call to trigger their targets manually.
Definition Monster.qc:143
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition Monster.qc:2690
nonvirtual vector GetHeadAngles(void)
Definition Monster.qc:130
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
Definition Monster.qc:2023
virtual void customphysics(void)
overrides
virtual void RouteEnded(void)
Internal use only.
Definition Monster.qc:1450
virtual void SeenEnemy(ncActor)
Called when an enemy is seen by the monster.
Definition Monster.qc:801
virtual void AlertNearby(void)
FIXME: Same as WarnAllies/StartleAllies?
Definition Monster.qc:614