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wnsrc/gamemodes/base/entities/entities/base_ai/tasks.lua
lifestorm 324f19217d Upload
2024-08-05 18:40:29 +03:00

91 lines
2.1 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
--[[---------------------------------------------------------
Task: PlaySequence
Accepts:
data.ID - sequence id
data.Name - sequence name (Must provide either id or name)
data.Wait - Optional. Should we wait for sequence to finish
data.Speed - Optional. Playback speed of sequence
data.Loop - Optional. Should the sequence be looped
-----------------------------------------------------------]]
function ENT:TaskStart_PlaySequence( data )
local SequenceID = data.ID
if ( data.Name ) then SequenceID = self:LookupSequence( data.Name ) end
self:ResetSequence( SequenceID )
self:SetNPCState( NPC_STATE_SCRIPT )
local Duration = self:SequenceDuration()
if ( data.Speed && data.Speed > 0 ) then
SequenceID = self:SetPlaybackRate( data.Speed )
Duration = Duration / data.Speed
end
self.TaskSequenceEnd = CurTime() + Duration
self.Loop = data.Loop or false
end
function ENT:Task_PlaySequence( data )
-- Wait until sequence is finished
if ( CurTime() < self.TaskSequenceEnd or self.Loop ) then return end
self:TaskComplete()
self:SetNPCState( NPC_STATE_NONE )
-- Clean up
self.TaskSequenceEnd = nil
end
--[[---------------------------------------------------------
Task: FindEnemy
Accepts:
data.ID - sequence id
data.Name - sequence name (Must provide either id or name)
data.Wait - Optional. Should we wait for sequence to finish
data.Speed - Optional. Playback speed of sequence
-----------------------------------------------------------]]
function ENT:TaskStart_FindEnemy( data )
for k, v in ipairs( ents.FindInSphere( self:GetPos(), data.Radius or 512 ) ) do
if ( v:IsValid() && v != self && v:GetClass() == data.Class ) then
self:SetEnemy( v, true )
self:UpdateEnemyMemory( v, v:GetPos() )
self:TaskComplete()
return
end
end
self:SetEnemy( NULL )
end
function ENT:Task_FindEnemy( data )
end