1 #using scripts\shared\spawner_shared;
2 #using scripts\shared\ai\zombie;
3 #using scripts\shared\ai\zombie_utility;
4 #using scripts\shared\ai\archetype_mannequin_interface;
5 #using scripts\shared\ai\systems\ai_interface;
6 #using scripts\shared\ai\systems\behavior_tree_utility;
8 #insert scripts\shared\ai\utility.gsh;
9 #insert scripts\shared\ai\systems\behavior.gsh;
10 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
11 #insert scripts\shared\shared.gsh;
13 #namespace MannequinBehavior;
17 level.zm_variant_type_max = [];
18 level.zm_variant_type_max[
"walk" ] = [];
19 level.zm_variant_type_max[
"run" ] = [];
20 level.zm_variant_type_max[
"sprint" ] = [];
21 level.zm_variant_type_max[
"walk" ][
"down" ] = 14;
22 level.zm_variant_type_max[
"walk" ][
"up" ] = 16;
23 level.zm_variant_type_max[
"run" ][
"down" ] = 13;
24 level.zm_variant_type_max[
"run" ][
"up" ] = 12;
25 level.zm_variant_type_max[
"sprint" ][
"down" ] = 7;
26 level.zm_variant_type_max[
"sprint" ][
"up" ] = 6;
44 if ( IsDefined( entity.enemy ) &&
45 DistanceSquared( entity.origin, entity.enemy.origin ) >
SQR( 300 ) )
48 entity PushActors(
false );
53 entity PushActors(
true );
61 #define MANNEQUIN_MELEE_HEIGHT 72
62 #define MANNEQUIN_MELEE_DIST_SQ SQR( 64 )
63 #define MANNEQUIN_MELEE_YAW 45
66 if( !IsDefined( entity.enemy ) )
71 if( IsDefined( entity.marked_for_death ) )
91 yawToEnemy = AngleClamp180( entity.angles[ 1 ] -
GET_YAW( entity, entity.enemy.origin ) );