#include common_scripts\utility; #include maps\_utility; #include maps\_anim; #include maps\_stealth_utility; stealth_behavior_system_main() { stealth_behavior_system_init(); } /************************************************************************************************************/ /* SETUP */ /************************************************************************************************************/ stealth_behavior_system_init() { assertEX( isdefined( level._stealth ), "There is no level._stealth struct. You ran stealth behavior before running the detection logic. Run _stealth_logic::main() in your level load first" ); // this is our behavior struct inside of _stealth...everything we do will go in here. level._stealth.behavior = spawnstruct(); level._stealth.node_search = spawnstruct(); // bools to see if a sound has just been played level._stealth.behavior.sound = []; level._stealth.behavior.sound[ "huh" ] = false; level._stealth.behavior.sound[ "hmph" ] = false; level._stealth.behavior.sound[ "name" ] = false; level._stealth.behavior.sound[ "wtf" ] = false; level._stealth.behavior.sound[ "spotted" ] = []; level._stealth.behavior.sound[ "corpse" ] = false; level._stealth.behavior.sound[ "alert" ] = false; level._stealth.behavior.sound[ "acknowledge" ] = false; level._stealth.behavior.sound_reset_time = 3; }