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untyped
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 (!IsCrawling(npc)&&( 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")
		npc.s.isSprinting = true
	}
}

void function FDStalkerThink( entity npc, entity generator )
{
	npc.EndSignal( "OnDeath" )
	npc.EndSignal( "OnDestroy" )
	generator.EndSignal( "OnDeath" )
	generator.EndSignal( "OnDestroy" )
	npc.s.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 ( DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) < (1800 * 1800)  )
		{
			if(!IsCrawling( npc ) && !npc.s.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.s.isSprinting = true
			}
			npc.AssaultPoint(generator.GetOrigin())
		}

		// 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...")

	if(IsCrawling(npc))
		return

	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
	npc.s.isSprinting = true
}

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 )
}