IW4-Dump-Files/maps/_stealth_behavior_system.gsc

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#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;
}