34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include maps\_stealth_utility;
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stealth_behavior_system_main()
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{
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stealth_behavior_system_init();
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}
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/************************************************************************************************************/
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/* SETUP */
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/************************************************************************************************************/
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stealth_behavior_system_init()
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{
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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" );
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// this is our behavior struct inside of _stealth...everything we do will go in here.
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level._stealth.behavior = spawnstruct();
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level._stealth.node_search = spawnstruct();
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// bools to see if a sound has just been played
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level._stealth.behavior.sound = [];
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level._stealth.behavior.sound[ "huh" ] = false;
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level._stealth.behavior.sound[ "hmph" ] = false;
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level._stealth.behavior.sound[ "name" ] = false;
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level._stealth.behavior.sound[ "wtf" ] = false;
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level._stealth.behavior.sound[ "spotted" ] = [];
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level._stealth.behavior.sound[ "corpse" ] = false;
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level._stealth.behavior.sound[ "alert" ] = false;
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level._stealth.behavior.sound[ "acknowledge" ] = false;
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level._stealth.behavior.sound_reset_time = 3;
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} |