35 proto native
void ParseBehaviourSlot(
string name);
36 proto native
void ParseAlertLevel(
string name);
37 proto native
float ReadParamValue(
string paramName,
float defValue);
44 private void AIBehaviourHL() {}
45 private void ~AIBehaviourHL() {}
53 void Simulate (
float timeDelta)
61 void OnDamage(
float damage,
EntityAI source){}
63 void OnDamageInflicted(){}
64 void OnAnimationEvent(
int nameCrc){}
67 proto native
void SetNextBehaviour(
int BehaviourCrc);
68 proto native
void SwitchToNextBehaviour();
70 static proto
void RegAIBehaviour(
string behname,
typename behClass,
typename behClassData);
74class AIBehaviourHLZombie2 : AIBehaviourHL
79 AIBehaviourHLDataZombie2 GetData()
81 return AIBehaviourHLDataZombie2.Cast( GetTemplateData() );
84 private void AIBehaviourHLZombie2() {}
85 private void ~AIBehaviourHLZombie2() {}
87 override void OnInit()
89 SetNextBehaviour(0x7b9a4ee9);
90 SwitchToNextBehaviour();
97 override void Simulate (
float timeDelta)
118 float m_fDamageToCrawl;
119 float m_fCrawlProbability;
121 private void AIBehaviourHLDataZombie2() {}
122 private void ~AIBehaviourHLDataZombie2() {}
124 override void OnParseConfig()
126 Print(
"zombie data parse config start");
128 ParseBehaviourSlot(
"Calm");
129 ParseBehaviourSlot(
"Attracted");
130 ParseBehaviourSlot(
"Disturbed");
131 ParseBehaviourSlot(
"Alerted");
133 ParseAlertLevel(
"Calm");
134 ParseAlertLevel(
"Disturbed");
135 ParseAlertLevel(
"Attracted");
136 ParseAlertLevel(
"Alerted");
138 m_fDamageToCrawl = ReadParamValue(
"damageToCrawl",0.01);
139 m_fCrawlProbability = ReadParamValue(
"crawlProbability",0.01);
141 Print(
"zombie data parse config end");
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto void Print(void var)
Prints content of variable to console/log.
void OnInit()
Callback for user defined initialization. Called for all suites during TestHarness....