State switching, better chasing
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68819cce24
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@ -163,10 +163,12 @@ function ENT:DebugChat( text, color )
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end
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function ENT:SetState( state )
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if self.State != state then
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self:RunCurrentState( "Disable", state )
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local oldstate = self.State
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self.State = state
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self:RunCurrentState( "Enable", oldstate )
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end
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end
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function ENT:GetState()
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@ -188,7 +190,6 @@ ENT.States = {
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Enable = function( self, from )
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-- Holster
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self:AddGestureSequence( self:SelectWeightedSequence(ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND) )
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self:SetCycle( 0.65 )
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if from then
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self:DebugChat( "Entering idle from " .. from, Color( 100, 255, 100 ) )
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end
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@ -196,7 +197,6 @@ ENT.States = {
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Disable = function( self, to )
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-- Draw
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self:AddGestureSequence( self:SelectWeightedSequence(ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND) )
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self:SetCycle( 0.75 )
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self:DebugChat( "Entering " .. to .. " from idle", Color( 100, 255, 100 ) )
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end,
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},
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@ -207,9 +207,29 @@ ENT.States = {
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if self.bSeeing[re] then
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self.loco:FaceTowards( re:GetPos() )
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self:StartActivity( ACT_HL2MP_IDLE_AR2 )
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if (self.NextFire or 0) <= CurTime() then
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self:FireBullets( {
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Attacker = self,
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Inflictor = self,
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Damage = 0,
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Dir = self:EyeAngles():Forward(),
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Src = self:EyePos()
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} )
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self.NextFire = CurTime() + 0.5
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end
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else
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self.loco:SetDesiredSpeed( 200 )
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self:StartActivity( ACT_HL2MP_WALK_RPG )
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local em = self.bEnemyMemory[re]
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if em and em.GoToLastKnown and em.GoToLastKnown != true then
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local result = self:MoveToPos( em.GoToLastKnown, { lookahead = 300, tolerance = 64, draw = true, repath = 0.2 } )
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if result == "ok" then
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em.GoToLastKnown = true
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self:DebugChat("Went to last known position")
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end
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end
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end
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end
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@ -223,7 +243,18 @@ ENT.States = {
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}
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function ENT:BodyUpdate()
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self:BodyMoveXY()
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local target = self:RecentEnemy()
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if target then
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local a = self:EyePos() - target:EyePos()
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a = a:Angle()
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self:SetPoseParameter( "aim_yaw", 0 or a.y )
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self:SetPoseParameter( "aim_pitch", -a.p )
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end
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self:SetPoseParameter( "move_x", 1 )
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self:SetPoseParameter( "move_y", 1 )
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self:SetPlaybackRate(1)
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self:FrameAdvance()
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--self:BodyMoveXY()
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return
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end
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@ -239,8 +270,10 @@ function ENT:OnEntitySight( ent )
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local em = self.bEnemyMemory[ent]
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if CurTime()-em.LastSeenTime > 5 then
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self:DebugChat( "New contact " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) )
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self.NextFire = CurTime() + 0.5
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else
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self:DebugChat( "There he is " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) )
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self.NextFire = CurTime() + 0.25
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end
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else
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self:DebugChat( "New target " .. ent:Nick() .. "!!", Color( 255, 200, 100 ) )
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@ -279,9 +312,6 @@ function ENT:RunBehaviour()
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end
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end
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function ENT:ChaseEnemy( options )
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end
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function ENT:OnContact( ent )
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end
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@ -313,7 +343,7 @@ function ENT:Think()
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local t = self.bEnemyMemory[ent]
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t.LastPos = ent:GetPos()
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t.LastSeenTime = CurTime()
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t.RequestVis1 = false
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t.GoToLastKnown = false
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if ent.BennyNPC then
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if !self.Team and !ent.Team and self.Rank >= ent.Rank then
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@ -326,10 +356,10 @@ function ENT:Think()
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if self:GetState() == "combat" then
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for ent, data in pairs( self.bEnemyMemory ) do
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if !data.RequestVis1 and data.LastSeenTime+5 < CurTime() then
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data.RequestVis1 = true
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self:DebugChat( "Where is " .. ent:Nick() )
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self:SetState("idle")
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if !data.GoToLastKnown and data.LastSeenTime+5 < CurTime() then
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data.GoToLastKnown = Vector(data.LastPos)
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self:DebugChat( "Investigating " .. ent:Nick() .. "'s last known position" )
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--self:SetState("idle")
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end
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end
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end
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