/* 
* Custom Barney/Barnabus monster entity
* Call race::Register() to register this entity.
* Entity classname: monster_race
*/

#include "ph_shot"

namespace race
{
//esto hace directa referencia a los "event" del .qc
const int BARNEY_AE_DRAW			= 2;
const int BARNEY_AE_SHOOT			= 3;
const int BARNEY_AE_HOLSTER			= 4;
const int BARNEY_BODY_GUNHOLSTERED	= 0;
const int BARNEY_BODY_GUNDRAWN		= 1;
const int BARNEY_BODY_GUNGONE		= 2;

class CMonsterrace : ScriptBaseMonsterEntity
{
	private bool	m_fGunDrawn;
	private float	m_painTime;
	private int		m_head;
	private int		m_iBrassShell;
	private int		m_cClipSize;
	private float	m_flNextFearScream;
	private bool	m_justReloaded;
	private bool	m_fearScream;
	
	CMonsterrace()
	{
		@this.m_Schedules = @monster_race_schedules;
	}
	
	int ObjectCaps()
	{
		if( self.IsPlayerAlly() )
			return FCAP_IMPULSE_USE;
		else
			return BaseClass.ObjectCaps();
	}
	
	void RunTask( Task@ pTask )
	{
		switch ( pTask.iTask )
		{
		case TASK_RANGE_ATTACK1:
			//if (self.m_hEnemy().IsValid() && (self.m_hEnemy().GetEntity().IsPlayer()))
				self.pev.framerate = 0.5f;

				//m_flThinkDelay = 0.0f;


			//Friendly fire stuff.
			if( !self.NoFriendlyFire() )
			{
				self.ChangeSchedule( self.GetScheduleOfType ( SCHED_FIND_ATTACK_POINT ) );
				return;
			}

			BaseClass.RunTask( pTask );
			break;
		case TASK_RELOAD:
			{
				self.MakeIdealYaw ( self.m_vecEnemyLKP );
				self.ChangeYaw ( int(self.pev.yaw_speed) );

				if ( self.m_fSequenceFinished )
				{
					self.m_cAmmoLoaded = m_cClipSize;
					self.ClearConditions(bits_COND_NO_AMMO_LOADED);
					//m_Activity = ACT_RESET;

					self.TaskComplete();
				}
				break;
			}
		default:
			BaseClass.RunTask( pTask );
			break;
		}
	}
	
	int ISoundMask()
	{
		return	bits_SOUND_WORLD	|
				bits_SOUND_COMBAT	|
				bits_SOUND_BULLETHIT|
				bits_SOUND_CARCASS	|
				bits_SOUND_MEAT		|
				bits_SOUND_GARBAGE	|
				bits_SOUND_DANGER	|
				bits_SOUND_PLAYER;
	}
	
	int	Classify()
	{
		return self.GetClassification( CLASS_HUMAN_MILITARY );
	}
	
	void SetYawSpeed()
	{
		int ys = 0;

		/*
		switch ( m_Activity )
		{
		case ACT_TURN_LEFT:
		case ACT_TURN_RIGHT:
			ys = 180;
			break;
		case ACT_IDLE:
		case ACT_WALK: 
			ys = 70;	
			break;
		case ACT_RUN:  
			ys = 90;	
			break;
		default:       
			ys = 70;	
			break;
		}
		*/

		ys = 360; //270 seems to be an ideal speed, which matches most animations

		self.pev.yaw_speed = ys;
	}
	
	bool CheckRangeAttack1( float flDot, float flDist )
	{	
		if ( flDist <= 2048 && flDot >= 0.5 && self.NoFriendlyFire())
		{
			CBaseEntity@ pEnemy = self.m_hEnemy.GetEntity();
			TraceResult tr;
			Vector shootOrigin = self.pev.origin + Vector( 0, 0, 55 );
			Vector shootTarget = (pEnemy.BodyTarget( shootOrigin ) - pEnemy.Center()) + self.m_vecEnemyLKP;
			g_Utility.TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, self.edict(), tr );
						
			if ( tr.flFraction == 1.0 || tr.pHit is pEnemy.edict() )
				return true;
		}

		return false;
	}
	
	void raceFireE11()
	{
	
		Math.MakeVectors( self.pev.angles );
		
		Vector vecAttachmentPos = Vector (0,0,0);
		Vector vecAttachmentAng = Vector (0,0,0);
		
		self.GetAttachment(0, vecAttachmentPos, vecAttachmentAng);
		
		Vector vecShootOrigin = vecAttachmentPos;
		Vector vecShootDir	= self.ShootAtEnemy( vecShootOrigin );
		Vector angDir		  	= Math.VecToAngles( vecShootDir );
		Vector randomDir = Vector(Math.RandomFloat(-150,150),Math.RandomFloat(-150,150),Math.RandomFloat(-100,400));

		if(m_justReloaded){
		randomDir = Vector(0,0,10);
		}
		
		ShootBlasterNpc( 19, self.pev, vecShootOrigin, vecShootDir * 3500 + randomDir );
		
		m_justReloaded = false;
		
		int pitchShift = Math.RandomLong( 0, 20 );
		if ( pitchShift > 10 )// Only shift about half the time
			pitchShift = 0;
		else
			pitchShift -= 5;
		
		self.SetBlending( 0, angDir.x );
		//self.pev.effects = EF_MUZZLEFLASH;
		GetSoundEntInstance().InsertSound ( bits_SOUND_COMBAT, self.pev.origin, NORMAL_GUN_VOLUME, 0.3, self );
		g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_WEAPON, HREPEATER_SOUND_FIRE, 1, ATTN_NORM, 0, PITCH_NORM + pitchShift );

		if( self.pev.movetype != MOVETYPE_FLY && self.m_MonsterState != MONSTERSTATE_PRONE )
		{
			self.m_flAutomaticAttackTime = g_Engine.time + Math.RandomFloat(-0.5, -0.5);
		}

		// UNDONE: Reload?
		--self.m_cAmmoLoaded;// take away a bullet!
	}
	
	void CheckAmmo()
	{
		if ( self.m_cAmmoLoaded <= 0 )
			self.SetConditions( bits_COND_NO_AMMO_LOADED );
	}
	
	void HandleAnimEvent( MonsterEvent@ pEvent )
	{
		switch( pEvent.event )
		{
		case BARNEY_AE_SHOOT:
			raceFireE11();
			break;
		case BARNEY_AE_DRAW:
			// barney's bodygroup switches here so he can pull gun from holster
			self.pev.body = BARNEY_BODY_GUNDRAWN;
			m_fGunDrawn = true;
			break;

		case BARNEY_AE_HOLSTER:
			// change bodygroup to replace gun in holster
			self.pev.body = BARNEY_BODY_GUNHOLSTERED;
			m_fGunDrawn = false;
			break;

		default:
			BaseClass.HandleAnimEvent( pEvent );
		}
	}
	
	void Precache()
	{
		BaseClass.Precache();
		
		g_Game.AlertMessage( at_console, "model: %1\n", string( self.pev.model ) );

		//Model precache optimization
		if( string( self.pev.model ).IsEmpty() )
		{
			g_Game.AlertMessage( at_console, "setting model: %1\n", self.IsPlayerAlly() );
			if( self.IsPlayerAlly() )
				g_Game.PrecacheModel("models/scmod/phouse/race.mdl");
			else
				g_Game.PrecacheModel("models/portal_house/race.mdl");
		}

		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_alert1.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_alert2.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_idle2.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_idle3.ogg");
		
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_die1.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_die2.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_pain5.ogg");

		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_pain1.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_pain2.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_pain3.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_pain4.ogg");
		
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_idle3.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_idle4.ogg");
		
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_idle4.ogg");
		g_SoundSystem.PrecacheSound("scmod/phouse/race/race_idle2.ogg");
		
		m_iBrassShell = g_Game.PrecacheModel("models/shell.mdl");
	}
	
	void Spawn()
	{
		Precache();
		
		if( !self.SetupModel() )
			self.SetupFriendly();

		g_EntityFuncs.SetSize( self.pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
	
		pev.solid					= SOLID_SLIDEBOX;
		pev.movetype				= MOVETYPE_STEP;
		self.m_bloodColor			= BLOOD_COLOR_YELLOW;
		if( self.pev.health == 0.0f )
			self.pev.health  = 250.0f;
		self.pev.view_ofs			= Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
		self.m_flFieldOfView		= VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
		self.m_MonsterState			= MONSTERSTATE_NONE;
		self.pev.body				= 0; // gun in holster
		m_fGunDrawn					= true;
		self.m_afCapability			= bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP | bits_CAP_USE_TANK;
		self.m_fCanFearCreatures 	= false; // Can attempt to run away from things like zombies
		m_flNextFearScream			= g_Engine.time;
		//self.m_afMoveShootCap()	= bits_MOVESHOOT_RANGE_ATTACK1;

		m_cClipSize					= 40; //40 Shots
		self.m_cAmmoLoaded			= m_cClipSize;

		if( string( self.m_FormattedName ).IsEmpty() )
		{
			if( self.IsPlayerAlly() )
				self.m_FormattedName = "race";
			else
				self.m_FormattedName = "race";
		}

		self.MonsterInit();
		
		if( self.IsPlayerAlly() )
			SetUse( UseFunction( this.FollowerUse ) );
	}
	
	void SetupFriendly()
	{
		if( self.IsPlayerAlly() )
			g_EntityFuncs.SetModel( self, "models/scmod/phouse/race.mdl" );
		else
			g_EntityFuncs.SetModel( self, "models/portal_house/race.mdl" );
	}
	
	int TakeDamage( entvars_t@ pevInflictor, entvars_t@ pevAttacker, float flDamage, int bitsDamageType)
	{	
		//g_Game.AlertMessage( at_console, "pasa" );
		
		if( pevAttacker is null )
			return 0;

		CBaseEntity@ pAttacker = g_EntityFuncs.Instance( pevAttacker );

		if( self.CheckAttacker( pAttacker ) )
			return 0;

		// make sure friends talk about it if player hurts talkmonsters...
		int ret = BaseClass.TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
		if ( ( !self.IsAlive() || self.pev.deadflag == DEAD_DYING) && (!self.IsPlayerAlly()))	// evils dont alert friends!
			return ret;

		if ( self.m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker.flags & FL_CLIENT) != 0 )
		{
			// This is a heurstic to determine if the player intended to harm me
			// If I have an enemy, we can't establish intent (may just be crossfire)
			if ( !self.m_hEnemy.IsValid() )
			{		
				if( self.pev.deadflag == DEAD_NO )
				{
					// If the player was facing directly at me, or I'm already suspicious, get mad
					if ( (self.m_afMemory & bits_MEMORY_SUSPICIOUS) != 0 || pAttacker.IsFacing( self.pev, 0.96f ) )
					{
						// Alright, now I'm pissed!
						//PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM );

						self.Remember( bits_MEMORY_PROVOKED );
						//self.StopFollowing( true );
					}
					else
					{
						// Hey, be careful with that
						//PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
						self.Remember( bits_MEMORY_SUSPICIOUS );
					}
				}
			}
			else if ( (!self.m_hEnemy.GetEntity().IsPlayer()) && self.pev.deadflag == DEAD_NO )
			{
				//PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
			}
		}

		return ret;
	}
	
	void FearScream()
	{
		if( m_flNextFearScream < g_Engine.time )
		{
		
			switch (Math.RandomLong(0,7))
			{
			case 0: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_alert1.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
			case 1: break;
			case 2: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_alert2.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
			case 3: break;
			case 4: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_idle2.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
			case 5: break;
			case 6: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_idle3.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
			case 7: break;
			}

			m_flNextFearScream = g_Engine.time + Math.RandomLong(2,5);
		}
	}
	
	void PainSound()
	{
		if (g_Engine.time < m_painTime)
			return;
		
		m_painTime = g_Engine.time + Math.RandomFloat(0.5, 0.75);
		switch (Math.RandomLong(0,3))
		{
		case 0: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_pain1.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 1: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_pain2.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 2: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_pain3.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 3: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_pain4.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		}
	}
	
	void DeathSound()
	{
		switch (Math.RandomLong(0,2))
		{
		case 0: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_die1.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 1: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_die2.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 2: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_pain5.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		}
	}
	
	void VictorySound()
	{
		switch (Math.RandomLong(0,3))
		{
		case 0: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_idle3.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 1: break;
		case 2: g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_idle4.ogg", 1, ATTN_NORM, 0, PITCH_NORM); break;
		case 3: break;
		}
	}
	
	void TraceAttack( entvars_t@ pevAttacker, float flDamage, Vector vecDir, TraceResult& in ptr, int bitsDamageType)
	{
		switch( ptr.iHitgroup)
		{
		case HITGROUP_CHEST:
		case HITGROUP_STOMACH:
			if (( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST) ) != 0)
			{
				if(flDamage >= 2)
					flDamage -= 16;

				flDamage *= 0.5;
			}
			break;
		case 10:
			if (( bitsDamageType & (DMG_SNIPER | DMG_BULLET | DMG_SLASH | DMG_CLUB) ) != 0)
			{
				flDamage -= 26;
				if (flDamage <= 0)
				{
					g_Utility.Ricochet( ptr.vecEndPos, 1.0 );
					flDamage = 0.01;
				}
			}
			// always a head shot
			ptr.iHitgroup = HITGROUP_HEAD;
			break;
		}

		BaseClass.TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
	}
	
	Schedule@ GetScheduleOfType ( int Type )
	{		
		Schedule@ psched;
		
		//g_Game.AlertMessage( at_console," " + Type );

		switch( Type )
		{
		case SCHED_ARM_WEAPON:
			if ( self.m_hEnemy.IsValid() )
				return slBarneyEnemyDraw;// face enemy, then draw.
			break;

		// Hook these to make a looping schedule
		case SCHED_TARGET_FACE:
			// call base class default so that barney will talk
			// when 'used' 
			@psched = BaseClass.GetScheduleOfType(Type);
			
			if (psched is Schedules::slIdleStand)
				return slBaFaceTarget;	// override this for different target face behavior
			else
				return psched;
				

		case SCHED_RELOAD:
			return slBaReloadQuick; //Immediately reload.

		case SCHED_BARNEY_RELOAD:
			return slBaReload;

		case SCHED_TARGET_CHASE:
			return slBaFollow;

		case SCHED_IDLE_STAND:
			// call base class default so that scientist will talk
			// when standing during idle
			@psched = BaseClass.GetScheduleOfType(Type);

			if (psched is Schedules::slIdleStand)		
				return slIdleBaStand;// just look straight ahead.
			else
				return psched;	
		}

		return BaseClass.GetScheduleOfType( Type );
	}
	
	Schedule@ GetSchedule()
	{
		
		if ( (self.m_hEnemy.IsValid() || self.HasConditions( bits_COND_SEE_ENEMY)) && m_fearScream == false )
		{
			FearScream();
			m_fearScream = true;
		}
	
		if ( self.HasConditions( bits_COND_HEAR_SOUND ) )
		{

			if(self.HasConditions( bits_COND_SEE_ENEMY ))
			{
			FearScream();
			}

		}

		//Dice boludeces despues de matar al objetivo.
		if ( self.HasConditions( bits_COND_ENEMY_DEAD ) ){
			//self.PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM );
			VictorySound();
		}
			
		
		
		switch( self.m_MonsterState )
		{
		case MONSTERSTATE_COMBAT:
			{
			
				// dead enemy
				if ( self.HasConditions( bits_COND_ENEMY_DEAD ) )
				{				
					m_fearScream = false;
					return BaseClass.GetSchedule();// call base class, all code to handle dead enemies is centralized there.				
				}

				// always act surprized with a new enemy
				if ( self.HasConditions( bits_COND_NEW_ENEMY ) && self.HasConditions( bits_COND_LIGHT_DAMAGE) )
				{
					return self.GetScheduleOfType( SCHED_SMALL_FLINCH );
				}
					
				// wait for one schedule to draw gun
				if( !m_fGunDrawn )
					return self.GetScheduleOfType( SCHED_ARM_WEAPON );
				
				//Busca covertura si tiene poca vida.
				if ( self.HasConditions( bits_COND_HEAVY_DAMAGE ) )
				{
					//esto no pasa nunca
					g_Game.AlertMessage( at_console, "pasa" );
					return self.GetScheduleOfType( SCHED_TARGET_CHASE );
				}
				
				//Barney reloads now.
				if ( self.HasConditions ( bits_COND_NO_AMMO_LOADED ) )
				{
					m_justReloaded = true;
					return self.GetScheduleOfType ( SCHED_BARNEY_RELOAD );
				}
				
			}
			break;

		case MONSTERSTATE_IDLE:
				//Barney reloads now.
				if ( self.m_cAmmoLoaded != m_cClipSize )
					return self.GetScheduleOfType( SCHED_BARNEY_RELOAD );

		case MONSTERSTATE_ALERT:	
			{
				if ( self.HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE) )
				{				
					return self.GetScheduleOfType( SCHED_SMALL_FLINCH ); // flinch if hurt				
				}

				/*if ( (self.m_hEnemy.IsValid() || self.HasConditions( bits_COND_SEE_ENEMY)) )
				{
				FearScream();
				}*/

				//The player might have just +used us, immediately follow and dis-regard enemies.
				//This state gets set (alert) when the monster gets +used
				if ( (!self.m_hEnemy.IsValid() || !self.HasConditions( bits_COND_SEE_ENEMY)) && self.IsPlayerFollowing() )	//Start Player Following
				{
					if ( !self.m_hTargetEnt.GetEntity().IsAlive() )
					{					
						//self.StopFollowing( false );// UNDONE: Comment about the recently dead player here?
						break;
					}
					else
					{
							
						return self.GetScheduleOfType( SCHED_TARGET_FACE );
					}
				}
			}
			break;
		}		
		
		return BaseClass.GetSchedule();
	}
	
	void FollowerUse( CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue )
	{
		self.FollowerPlayerUse( pActivator, pCaller, useType, flValue );
		
		CBaseEntity@ pTarget = self.m_hTargetEnt;
		
		if( pTarget is pActivator )
		{
			g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_idle4.ogg", 1, ATTN_NORM, 0, PITCH_NORM);
		}
		else
			g_SoundSystem.EmitSoundDyn( self.edict(), CHAN_VOICE, "scmod/phouse/race/race_idle2.ogg", 1, ATTN_NORM, 0, PITCH_NORM);
	}
}

array<ScriptSchedule@>@ monster_race_schedules;

ScriptSchedule slBaFollow( 
	bits_COND_NEW_ENEMY		|
	bits_COND_LIGHT_DAMAGE	|
	bits_COND_HEAVY_DAMAGE	|
	bits_COND_HEAR_SOUND,
	bits_SOUND_DANGER, 
	"Follow" );
		
ScriptSchedule slBaFaceTarget(
	//bits_COND_CLIENT_PUSH	|
	bits_COND_NEW_ENEMY		|
	bits_COND_LIGHT_DAMAGE	|
	bits_COND_HEAVY_DAMAGE	|
	bits_COND_HEAR_SOUND ,
	bits_SOUND_DANGER,
	"FaceTarget" );
	
ScriptSchedule slIdleBaStand(
	bits_COND_NEW_ENEMY		|
	bits_COND_LIGHT_DAMAGE	|
	bits_COND_HEAVY_DAMAGE	|
	bits_COND_HEAR_SOUND	|
	bits_COND_SMELL,

	bits_SOUND_COMBAT		|// sound flags - change these, and you'll break the talking code.	
	bits_SOUND_DANGER		|
	bits_SOUND_MEAT			|// scents
	bits_SOUND_CARCASS		|
	bits_SOUND_GARBAGE,
	"IdleStand" );
	
ScriptSchedule slBaReload(
	bits_COND_HEAVY_DAMAGE	|
	bits_COND_HEAR_SOUND,
	bits_SOUND_DANGER,
	"Barney Reload");
	
ScriptSchedule slBaReloadQuick(
	bits_COND_HEAVY_DAMAGE	|
	bits_COND_HEAR_SOUND,
	bits_SOUND_DANGER,
	"Barney Reload Quick");
		
ScriptSchedule slBarneyEnemyDraw( 0, 0, "Barney Enemy Draw" );

void InitSchedules()
{
		
	slBaFollow.AddTask( ScriptTask(TASK_MOVE_TO_TARGET_RANGE, 128.0f) );
	slBaFollow.AddTask( ScriptTask(TASK_SET_SCHEDULE, SCHED_TARGET_FACE) );
		
	slBarneyEnemyDraw.AddTask( ScriptTask(TASK_STOP_MOVING) );
	slBarneyEnemyDraw.AddTask( ScriptTask(TASK_FACE_ENEMY) );
	slBarneyEnemyDraw.AddTask( ScriptTask(TASK_PLAY_SEQUENCE_FACE_ENEMY, float(ACT_ARM)) );
		
	slBaFaceTarget.AddTask( ScriptTask(TASK_SET_ACTIVITY, float(ACT_IDLE)) );
	slBaFaceTarget.AddTask( ScriptTask(TASK_FACE_TARGET) );
	slBaFaceTarget.AddTask( ScriptTask(TASK_SET_ACTIVITY, float(ACT_IDLE)) );
	slBaFaceTarget.AddTask( ScriptTask(TASK_SET_SCHEDULE, float(SCHED_TARGET_CHASE)) );
		
	slIdleBaStand.AddTask( ScriptTask(TASK_STOP_MOVING) );
	slIdleBaStand.AddTask( ScriptTask(TASK_SET_ACTIVITY, float(ACT_IDLE)) );
	slIdleBaStand.AddTask( ScriptTask(TASK_WAIT, 2) );
	//slIdleBaStand.AddTask( ScriptTask(TASK_TLK_HEADRESET) );
		
	slBaReload.AddTask( ScriptTask(TASK_STOP_MOVING) );
	slBaReload.AddTask( ScriptTask(TASK_SET_FAIL_SCHEDULE, float(SCHED_RELOAD)) );
	//slBaReload.AddTask( ScriptTask(TASK_FIND_COVER_FROM_ENEMY) );
	slBaReload.AddTask( ScriptTask(TASK_RUN_PATH) );
	slBaReload.AddTask( ScriptTask(TASK_REMEMBER, float(bits_MEMORY_INCOVER)) );
	slBaReload.AddTask( ScriptTask(TASK_WAIT_FOR_MOVEMENT_ENEMY_OCCLUDED) );
	slBaReload.AddTask( ScriptTask(TASK_RELOAD) );
	slBaReload.AddTask( ScriptTask(TASK_FACE_ENEMY) );
			
	slBaReloadQuick.AddTask( ScriptTask(TASK_STOP_MOVING) );
	slBaReloadQuick.AddTask( ScriptTask(TASK_RELOAD) );
	slBaReloadQuick.AddTask( ScriptTask(TASK_FACE_ENEMY) );
	
	array<ScriptSchedule@> scheds = {slBaFollow, slBarneyEnemyDraw, slBaFaceTarget, slIdleBaStand, slBaReload, slBaReloadQuick};
	
	@monster_race_schedules = @scheds;
}

enum monsterScheds
{
	SCHED_BARNEY_RELOAD = LAST_COMMON_SCHEDULE + 1,
}

void Register()
{
	InitSchedules();
	g_CustomEntityFuncs.RegisterCustomEntity( "race::CMonsterrace", "monster_race" );
}

} // end of namespace
