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|
global function AiStalker_Init
global function GetDeathForce
global function StalkerGearOverloads
global function StalkerMeltingDown
global function FDStalkerThink
global function IsStalkerLimbBlownOff
const float STALKER_DAMAGE_REQUIRED_TO_HEADSHOT = 0.3
//
// Base npc script shared between all npc types (regular, suicide, etc.)
//
const STALKER_REACTOR_CRITIMPACT_SOUND_1P_VS_3P = "ai_stalker_bulletimpact_nukecrit_1p_vs_3p"
const STALKER_REACTOR_CRITIMPACT_SOUND_3P_VS_3P = "ai_stalker_bulletimpact_nukecrit_3p_vs_3p"
const STALKER_REACTOR_CRITICAL_SOUND = "ai_stalker_nukedestruct_warmup_3p"
const STALKER_REACTOR_CRITICAL_FX = $"P_spectre_suicide_warn"
void function AiStalker_Init()
{
PrecacheImpactEffectTable( "exp_stalker_powersupply" )
PrecacheImpactEffectTable( "exp_small_stalker_powersupply" )
PrecacheParticleSystem( STALKER_REACTOR_CRITICAL_FX )
AddDamageCallback( "npc_stalker", StalkerOnDamaged )
AddDeathCallback( "npc_stalker", StalkerOnDeath )
AddSpawnCallback( "npc_stalker", StalkerOnSpawned )
}
void function StalkerOnSpawned( entity npc )
{
StalkerOnSpawned_Think( npc )
}
void function StalkerOnSpawned_Think( entity npc )
{
npc.SetCanBeMeleeExecuted( false )
for ( int hitGroup = 0; hitGroup < HITGROUP_COUNT; hitGroup++ )
{
npc.ai.stalkerHitgroupDamageAccumulated[ hitGroup ] <- 0
npc.ai.stalkerHitgroupLastHitTime[ hitGroup ] <- 0
}
if ( npc.Dev_GetAISettingByKeyField( "ScriptSpawnAsCrawler" ) == 1 )
{
EnableStalkerCrawlingBehavior( npc )
PlayCrawlingAnim( npc, "ACT_RUN" )
npc.Anim_Stop() // start playing a crawl anim then cut it off so it doesnt loop
}
}
void function StalkerOnDeath( entity npc, var damageInfo )
{
thread StalkerOnDeath_Internal( npc, damageInfo )
#if MP
int sourceId = DamageInfo_GetDamageSourceIdentifier( damageInfo )
if ( sourceId == eDamageSourceId.damagedef_titan_step )
{
Explosion_DamageDefSimple(
damagedef_stalker_powersupply_explosion_large_at,
npc.GetOrigin(),
npc,
npc,
npc.GetOrigin()
)
}
#endif
}
void function StalkerOnDeath_Internal( entity npc, var damageInfo )
{
int customDamageFlags = DamageInfo_GetCustomDamageType( damageInfo )
bool allowDismemberment = bool( customDamageFlags & DF_DISMEMBERMENT )
if ( allowDismemberment )
{
int hitGroup = GetHitGroupFromDamageInfo( npc, damageInfo )
if ( hitGroup >= HITGROUP_GENERIC )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
TryDismemberStalker( npc, damageInfo, attacker, hitGroup )
}
}
if ( IsCrawling( npc ) )
{
WaitFrame() // or head won't disappear
if ( IsValid( npc ) )
npc.BecomeRagdoll( Vector( 0, 0, 0 ), false )
return
}
}
// All damage to stalkers comes here for modification and then either branches out to other npc types (Suicide, etc) for custom stuff or it just continues like normal.
void function StalkerOnDamaged( entity npc, var damageInfo )
{
StalkerOnDamaged_Internal( npc, damageInfo )
}
void function StalkerOnDamaged_Internal( entity npc, var damageInfo )
{
if ( !IsAlive( npc ) )
return
if ( StalkerMeltingDown( npc ) )
{
DamageInfo_ScaleDamage( damageInfo, 0.0 )
return
}
// can't shoot, don't blow off limbs
if ( IsCrawling( npc ) )
{
if ( Time() - npc.ai.startCrawlingTime < 0.75 )
{
DamageInfo_SetDamage( damageInfo, 0 )
return
}
}
int hitGroup = GetHitGroupFromDamageInfo( npc, damageInfo )
if ( hitGroup < HITGROUP_GENERIC )
hitGroup = HITGROUP_GENERIC
float damage = DamageInfo_GetDamage( damageInfo )
// limb dead yet?
npc.ai.stalkerHitgroupDamageAccumulated[ hitGroup ] += int( damage )
npc.ai.stalkerHitgroupLastHitTime[ hitGroup ] = Time()
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( PlayerHitGear( npc, damageInfo, hitGroup ) )
{
// don't die from damage
float damage = DamageInfo_GetDamage( damageInfo )
damage = npc.GetHealth() - 1.0
DamageInfo_SetDamage( damageInfo, damage )
thread StalkerGearOverloads( npc, attacker )
return
}
int customDamageFlags = DamageInfo_GetCustomDamageType( damageInfo )
bool allowDismemberment = bool( customDamageFlags & DF_DISMEMBERMENT )
if ( !allowDismemberment )
return
bool canBeStaggered = TryDismemberStalker( npc, damageInfo, attacker, hitGroup )
if ( canBeStaggered && !IsCrawling( npc ) && !npc.ai.transitioningToCrawl )
{
if ( npc.GetHealth().tofloat() / npc.GetMaxHealth().tofloat() <= 0.5 )
{
thread AttemptStandToStaggerAnimation( npc )
npc.SetActivityModifier( ACT_MODIFIER_STAGGER, true )
}
}
if( GameRules_GetGameMode() == FD )
thread StalkerSprint( npc, damageInfo )
}
void function StalkerSprint( entity npc, var damageInfo )
{
npc.EndSignal("OnDeath")
npc.EndSignal("OnDestroy")
float damage = DamageInfo_GetDamage( damageInfo )
if ( npc.GetHealth() - damage < 50 || npc.GetHealth() <= 80)
{
entity weapon = npc.GetActiveWeapon()
if (IsValid(weapon))
npc.TakeActiveWeapon() // when stalkers fall over on harvester they will randomly shoot their guns, we don't want that.
npc.EnableNPCMoveFlag( NPCMF_PREFER_SPRINT )
npc.SetCapabilityFlag( bits_CAP_MOVE_SHOOT | bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_AIM_GUN, false )
npc.SetNPCFlag( NPC_IGNORE_ALL, true )
npc.SetNPCFlag( NPC_DISABLE_SENSING, true )
npc.SetNoTarget( true )
npc.ClearMoveAnim()
npc.SetMoveAnim("sp_spectre_sprint_F")
}
}
void function FDStalkerThink( entity npc, entity generator )
{
npc.EndSignal( "OnDeath" )
npc.EndSignal( "OnDestroy" )
generator.EndSignal( "OnDeath" )
generator.EndSignal( "OnDestroy" )
bool isSprinting = false
thread FDStalkerGetsStunned( npc , generator )
while ( IsAlive( npc ) )
{
WaitFrame()
// cant sprint with 1 leg
// also upped to 1800 so that stalkers sprint from roughly their vanilla positions, could probably do it based on % of distance left to go?
if ( !IsCrawling( npc ) && DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) < (1800 * 1800) && !isSprinting )
{
entity weapon = npc.GetActiveWeapon()
if (IsValid(weapon))
npc.TakeActiveWeapon() // when stalkers fall over on harvester they will randomly shoot their guns, we don't want that.
npc.EnableNPCMoveFlag( NPCMF_PREFER_SPRINT )
npc.SetCapabilityFlag( bits_CAP_MOVE_SHOOT | bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_AIM_GUN, false )
npc.EnableNPCFlag( NPC_DISABLE_SENSING | NPC_IGNORE_ALL )
npc.ClearMoveAnim()
npc.SetMoveAnim("sp_spectre_sprint_F")
npc.SetNoTarget( true )
// stalkers were just going to the final node and stopping, meaning they never actually reached the harvester
npc.AssaultPoint(generator.GetOrigin())
isSprinting = true
}
// upped from 230 to more accurately mimic vanilla i think?
if ( DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) > (275 * 275) )
continue
break
}
thread StalkerGearOverloads( npc )
}
void function FDStalkerGetsStunned( entity npc , entity generator )
{
npc.EndSignal( "OnDeath" )
npc.EndSignal( "OnDestroy" )
npc.WaitSignal( "ArcStunned" )
print("arc trapped...")
entity weapon = npc.GetActiveWeapon()
if (IsValid(weapon))
npc.TakeActiveWeapon() // when stalkers fall over on harvester they will randomly shoot their guns, we don't want that.
npc.EnableNPCMoveFlag( NPCMF_PREFER_SPRINT )
npc.SetCapabilityFlag( bits_CAP_MOVE_SHOOT | bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_AIM_GUN, false )
npc.EnableNPCFlag( NPC_DISABLE_SENSING | NPC_IGNORE_ALL )
npc.ClearMoveAnim()
npc.SetMoveAnim("sp_spectre_sprint_F")
npc.SetNoTarget( true ) // stop keeping track of any player and instead go for the harvester
}
bool function TryDismemberStalker( entity npc, var damageInfo, entity attacker, int hitGroup )
{
string fpSound
string tpSound
switch ( hitGroup )
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
fpSound = "AndroidArmored.BulletImpact_1P_vs_3P"
tpSound = "AndroidArmored.BulletImpact_3P_vs_3P"
break
default:
fpSound = "AndroidVulnerable.BulletImpact_1P_vs_3P"
tpSound = "AndroidVulnerable.BulletImpact_3P_vs_3P"
break
}
if ( IsAlive( attacker ) && attacker.IsPlayer() )
{
EmitSoundOnEntityOnlyToPlayer( npc, attacker, fpSound )
EmitSoundOnEntityExceptToPlayer( npc, attacker, tpSound )
}
else
{
EmitSoundOnEntity( npc, tpSound )
}
bool justAFleshWound = true
switch ( hitGroup )
{
case HITGROUP_HEAD:
thread StalkerHeadShot( npc, damageInfo, hitGroup )
justAFleshWound = false
break
case HITGROUP_LEFTARM:
if ( StalkerLimbBlownOff( npc, damageInfo, hitGroup, 0.085, "left_arm", [ "left_arm", "l_hand" ], "Spectre.Arm.Explode" ) )
{
npc.SetActivityModifier( ACT_MODIFIER_ONEHANDED, true )
// Some of his synced melees depend on using his left arm
npc.SetCapabilityFlag( bits_CAP_SYNCED_MELEE_ATTACK, false )
}
break
case HITGROUP_LEFTLEG:
justAFleshWound = TryLegBlownOff( npc, damageInfo, hitGroup, 0.17, "left_leg", [ "left_leg", "foot_L_sole" ], "Spectre.Leg.Explode" )
break
case HITGROUP_RIGHTLEG:
justAFleshWound = TryLegBlownOff( npc, damageInfo, hitGroup, 0.17, "right_leg", [ "right_leg", "foot_R_sole" ], "Spectre.Leg.Explode" )
break
}
return justAFleshWound
}
bool function PlayerHitGear( entity npc, var damageInfo, int hitGroup )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !attacker.IsPlayer() )
return false
if ( hitGroup != HITGROUP_GEAR )
return false
if ( !( DamageInfo_GetCustomDamageType( damageInfo ) & DF_BULLET ) )
return false
return true
}
int function GetHitGroupFromDamageInfo( entity npc, var damageInfo )
{
int hitGroup = DamageInfo_GetHitGroup( damageInfo )
if ( hitGroup <= HITGROUP_GENERIC )
{
int hitBox = DamageInfo_GetHitBox( damageInfo )
if ( hitBox >= 0 )
return GetHitgroupForHitboxOnEntity( npc, hitBox )
}
return hitGroup
}
bool function StalkerMeltingDown( entity npc )
{
int bodyGroup = npc.FindBodyGroup( "gear" )
Assert( bodyGroup != -1 )
// gear already blown up?
return npc.GetBodyGroupState( bodyGroup ) != 0
}
void function StalkerGearOverloads( entity npc, entity attacker = null )
{
Assert( !StalkerMeltingDown( npc ) )
if ( !IsCrawling( npc ) && StalkerCanCrawl( npc ) )
thread FallAndBecomeCrawlingStalker( npc )
int bodyGroup = npc.FindBodyGroup( "gear" )
// hide gear
npc.SetBodygroup( bodyGroup, 1 )
string attachment = "CHESTFOCUS"
npc.EndSignal( "OnDestroy" )
npc.EndSignal( "OnDeath" )
entity nukeFXInfoTarget = CreateEntity( "info_target" )
nukeFXInfoTarget.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
DispatchSpawn( nukeFXInfoTarget )
nukeFXInfoTarget.SetParent( npc, attachment )
if ( attacker != null )
{
EmitSoundOnEntityOnlyToPlayer( nukeFXInfoTarget, attacker, STALKER_REACTOR_CRITIMPACT_SOUND_1P_VS_3P )
EmitSoundOnEntityExceptToPlayer( nukeFXInfoTarget, attacker, STALKER_REACTOR_CRITIMPACT_SOUND_3P_VS_3P )
}
else
{
EmitSoundOnEntity( nukeFXInfoTarget, STALKER_REACTOR_CRITIMPACT_SOUND_3P_VS_3P )
}
EmitSoundOnEntity( nukeFXInfoTarget, STALKER_REACTOR_CRITICAL_SOUND )
AI_CreateDangerousArea_DamageDef( damagedef_stalker_powersupply_explosion_small, nukeFXInfoTarget, TEAM_INVALID, true, false )
entity fx = PlayFXOnEntity( STALKER_REACTOR_CRITICAL_FX, nukeFXInfoTarget )
OnThreadEnd(
function() : ( nukeFXInfoTarget, fx, npc, attacker )
{
if ( IsValid( npc ) )
StopSoundOnEntity( nukeFXInfoTarget, STALKER_REACTOR_CRITICAL_SOUND )
if ( IsValid( nukeFXInfoTarget ) )
nukeFXInfoTarget.Destroy()
if ( IsValid( fx ) )
fx.Destroy()
if ( IsAlive( npc ) )
{
entity damageAttacker
if ( IsValid( attacker ) )
damageAttacker = attacker
else
damageAttacker = npc
vector force = GetDeathForce()
npc.Die( damageAttacker, npc, { force = force, scriptType = DF_GIB, damageSourceId = eDamageSourceId.suicideSpectreAoE } )
}
}
)
wait 1.0
float duration = 2.1
float endTime = Time() + duration
float startTime = Time()
int tagID = npc.LookupAttachment( "CHESTFOCUS" )
for ( ;; )
{
float timePassed = Time() - startTime
float explodeMin = Graph( timePassed, 0, duration, 0.4, 0.1 )
float explodeMax = explodeMin + Graph( timePassed, 0, duration, 0.21, 0.1 )
wait RandomFloatRange( explodeMin, explodeMax )
entity damageAttacker = GetNPCAttackerEnt( npc, attacker )
// origin = npc.GetWorldSpaceCenter()
vector origin = npc.GetAttachmentOrigin( tagID )
if ( Time() >= endTime )
{
Explosion_DamageDefSimple( damagedef_stalker_powersupply_explosion_large, origin, damageAttacker, npc, origin )
break
}
else
{
Explosion_DamageDefSimple( damagedef_stalker_powersupply_explosion_small, origin, damageAttacker, npc, origin )
}
}
}
bool function StalkerCanCrawl( entity npc )
{
if ( !IsAlive( npc ) )
return false
if ( npc.Anim_IsActive() )
return false
return true
}
bool function TryLegBlownOff( entity npc, var damageInfo, int hitGroup, float limbHealthPercentOfMax, string leg, array<string> fxTags, string sound )
{
if ( IsCrawling( npc ) )
{
// can blow off leg if stalker is already crawling
StalkerLimbBlownOff( npc, damageInfo, hitGroup, limbHealthPercentOfMax, leg, fxTags, sound )
return true
}
if ( !StalkerCanCrawl( npc ) )
return true
if ( StalkerLimbBlownOff( npc, damageInfo, hitGroup, limbHealthPercentOfMax, leg, fxTags, sound ) )
{
thread FallAndBecomeCrawlingStalker( npc )
return false
}
return true
}
void function EnableStalkerCrawlingBehavior( entity npc )
{
Assert( StalkerCanCrawl( npc ) )
Assert( !IsCrawling( npc ) )
DisableLeeching( npc )
DisableMinionUsesHeavyWeapons( npc )
string crawlingSettings = string ( npc.Dev_GetAISettingByKeyField( "crawlingSettingsWrapper" ) )
// Changing the setting file includes changing the behavior file to "behavior_stalker_crawling"
SetAISettingsWrapper( npc, crawlingSettings )
npc.ai.crawling = true
npc.ai.startCrawlingTime = Time()
npc.DisableGrappleAttachment()
npc.EnableNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
npc.SetCapabilityFlag( bits_CAP_MOVE_TRAVERSE | bits_CAP_MOVE_SHOOT | bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_AIM_GUN, false )
npc.SetActivityModifier( ACT_MODIFIER_CRAWL, true )
npc.SetActivityModifier( ACT_MODIFIER_STAGGER, false )
npc.SetCanBeGroundExecuted( true )
npc.ClearMoveAnim()
npc.SetHealth( npc.GetMaxHealth() * 0.5 )
npc.SetAimAssistForcePullPitchEnabled( true )
thread SelfTerminateAfterDelay( npc )
}
void function SelfTerminateAfterDelay( entity npc )
{
const float lifeSupportDuration = 8
float deathTime = Time() + (lifeSupportDuration * 2)
npc.EndSignal( "OnDeath" )
for ( ;; )
{
entity enemy = npc.GetEnemy()
if ( IsAlive( enemy ) )
{
if ( Distance( npc.GetEnemyLKP(), npc.GetOrigin() ) < 500 )
{
if ( npc.TimeSinceSeen( enemy ) < 3 )
deathTime = max( Time() + lifeSupportDuration, deathTime )
}
}
if ( Time() > deathTime )
{
npc.Die()
return
}
wait 1.0
}
}
void function FallAndBecomeCrawlingStalker( entity npc )
{
// finish what he's doing
npc.EndSignal( "OnDeath" )
npc.ai.transitioningToCrawl = true
// Workaround for Bug 114372
WaitFrame()
for ( ;; )
{
if ( npc.IsInterruptable() )
break
WaitFrame()
}
if ( !StalkerCanCrawl( npc ) )
return
if ( IsCrawling( npc ) )
return
EnableStalkerCrawlingBehavior( npc )
npc.Anim_Stop() // stop leeching, etc.
PlayCrawlingAnim( npc, "ACT_STAND_TO_CRAWL" )
}
void function PlayCrawlingAnim( entity npc, string animation )
{
npc.Anim_ScriptedPlayActivityByName( animation, true, 0.1 )
npc.UseSequenceBounds( true )
}
void function AttemptStandToStaggerAnimation( entity npc )
{
// Check if we are already staggered
if ( npc.IsActivityModifierActive( ACT_MODIFIER_STAGGER ) )
return
if ( !npc.IsInterruptable() )
return
if ( npc.ContextAction_IsBusy() )
return
// Are we blocking additional pain animations
if ( npc.GetNPCFlag( NPC_NO_PAIN ) )
return
// finish what he's doing
npc.EndSignal( "OnDeath" )
// Workaround for Bug 114372
WaitFrame()
for ( ;; )
{
if ( npc.IsInterruptable() )
break
WaitFrame()
}
if ( IsCrawling( npc ) || npc.ai.transitioningToCrawl )
return
npc.Anim_ScriptedPlayActivityByName( "ACT_STAND_TO_STAGGER", true, 0.1 )
npc.UseSequenceBounds( true )
npc.EnableNPCFlag( NPC_PAIN_IN_SCRIPTED_ANIM )
}
bool function IsStalkerLimbBlownOff( entity npc, string limbName )
{
int bodyGroup = npc.FindBodyGroup( limbName )
if ( npc.GetBodyGroupState( bodyGroup ) != 0 )
return true
return false
}
bool function StalkerLimbBlownOff( entity npc, var damageInfo, int hitGroup, float limbHealthPercentOfMax, string limbName, array<string> fxTags, string sound )
{
int damageSourceId = DamageInfo_GetDamageSourceIdentifier( damageInfo )
switch ( damageSourceId )
{
case eDamageSourceId.mp_weapon_grenade_emp:
case eDamageSourceId.mp_weapon_proximity_mine:
return false
}
int bodyGroup = npc.FindBodyGroup( limbName )
if ( bodyGroup == -1 )
return false
if ( IsStalkerLimbBlownOff( npc, limbName ) )
return false
EmitSoundOnEntity( npc, sound )
// blow off limb
npc.SetBodygroup( bodyGroup, 1 )
return true
}
void function StalkerHeadShot( entity npc, var damageInfo, int hitGroup )
{
// random chance to blow up head
// if ( DamageInfo_GetDamage( damageInfo ) < 100 && RandomFloat( 100 ) <= 66 )
// return
if ( !IsValidHeadShot( damageInfo, npc ) )
return
// only players score headshots
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !IsAlive( attacker ) )
return
if ( !attacker.IsPlayer() )
return
if ( DamageInfo_GetDamage( damageInfo ) < npc.GetHealth() )
{
// force lethal if we have done more than this much damage
if ( npc.ai.stalkerHitgroupDamageAccumulated[ hitGroup ] < npc.GetMaxHealth() * STALKER_DAMAGE_REQUIRED_TO_HEADSHOT )
return
}
npc.Anim_Stop() // stop leeching, etc.
npc.ClearParent()
//DisableLeeching( npc )
// No pain anims
//DamageInfo_AddDamageFlags( damageInfo, DAMAGEFLAG_NOPAIN )
// Set these so cl_player knows to kill the eye glow and play the right SFX
DamageInfo_AddCustomDamageType( damageInfo, DF_HEADSHOT )
DamageInfo_AddCustomDamageType( damageInfo, DF_KILLSHOT )
EmitSoundOnEntityExceptToPlayer( npc, attacker, "SuicideSpectre.BulletImpact_HeadShot_3P_vs_3P" )
int bodyGroupIndex = npc.FindBodyGroup( "removableHead" )
int stateIndex = 1 // 0 = show, 1 = hide
npc.SetBodygroup( bodyGroupIndex, stateIndex )
DamageInfo_SetDamage( damageInfo, npc.GetMaxHealth() )
}
vector function GetDeathForce()
{
vector angles = <RandomFloatRange(-45,-75),RandomFloat(360),0>
vector forward = AnglesToForward( angles )
return forward * RandomFloatRange( 0.25, 0.75 )
}
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