Activating and Fixing AI In Coop Games

From Valve Developer Community
Jump to navigation Jump to search

Introduction

Howdy!

Many people asked me why their NPCs were not moving or attacking the player in their HL2DM Coop mod. Well, NPCs do not attack you or whatever because Half-Life 2: Deathmatch does not initially include the NPCs' relation ship table. Thus I am going to teach you how to lead them to do something more decent than patrolling around their spawn-point.


The Relation Ship Table

Creating the Table

First of al, we should define the NPCs relationship table. Open the BaseEntity.h file, then in the enum Class_T definition, after the #elif defined( CSTRIKE_DLL ) block, add this:

//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
#elif defined ( HL2MP_DLL || HL2MP )
// For CLASSIFY
enum Class_T
{
	CLASS_NONE=0,				
	CLASS_PLAYER,			
	CLASS_PLAYER_ALLY,
	CLASS_PLAYER_ALLY_VITAL,
	CLASS_ANTLION,
	CLASS_BARNACLE,
	CLASS_BULLSEYE,
	CLASS_CITIZEN_PASSIVE,	
	CLASS_CITIZEN_REBEL,
	CLASS_COMBINE,
	CLASS_COMBINE_GUNSHIP,
	CLASS_CONSCRIPT,
	CLASS_HEADCRAB,
	CLASS_MANHACK,
	CLASS_METROPOLICE,		
	CLASS_MILITARY,		
	CLASS_SCANNER,		
	CLASS_STALKER,		
	CLASS_VORTIGAUNT,
	CLASS_ZOMBIE,
	CLASS_PROTOSNIPER,
	CLASS_MISSILE,
	CLASS_FLARE,
	CLASS_EARTH_FAUNA,

	NUM_AI_CLASSES
};
//***


Loading the Table

All right! Now we have to tell the Game Rules to use this relationship table when we start a HL2DM game. Open the h2mp_gamerules.h file. Under the public: tab, add this:

//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
#ifndef CLIENT_DLL 
void InitDefaultAIRelationships( void );
#endif
//***


Now open the h2mp_gamerules.cpp file. Then, at the very bottom of the file, add this piece of code:

//------------------------------------------------------------------------------
// Purpose : Initialize all default class relationships
// Input   :
// Output  :
//------------------------------------------------------------------------------
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
#ifndef CLIENT_DLL 
void CHL2MPRules::InitDefaultAIRelationships( void )
{
		int i, j;

		//  Allocate memory for default relationships
		CBaseCombatCharacter::AllocateDefaultRelationships();

		// --------------------------------------------------------------
		// First initialize table so we can report missing relationships
		// --------------------------------------------------------------
		for (i=0;i<NUM_AI_CLASSES;i++)
		{
			for (j=0;j<NUM_AI_CLASSES;j++)
			{
				// By default all relationships are neutral of priority zero
				CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
			}
		}

		// ------------------------------------------------------------
		//	> CLASS_ANTLION
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_BARNACLE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_PROTOSNIPER,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_ANTLION,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_BARNACLE
		//
		//  In this case, the relationship D_HT indicates which characters
		//  the barnacle will try to eat.
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_BARNACLE,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_MANHACK,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_EARTH_FAUNA,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_BULLSEYE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_ANTLION,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE,			CLASS_PLAYER_ALLY_VITAL,D_NU, 0);

		// ------------------------------------------------------------
		//	> CLASS_CITIZEN_PASSIVE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_BARNACLE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_HEADCRAB,			D_FR, 0);
		//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_HOUNDEYE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_MANHACK,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_MISSILE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_ZOMBIE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE,	CLASS_PLAYER_ALLY_VITAL,D_NU, 0);

		// ------------------------------------------------------------
		//	> CLASS_CITIZEN_REBEL
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_BARNACLE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_MISSILE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL,		CLASS_PLAYER_ALLY_VITAL,D_NU, 0);

		// ------------------------------------------------------------
		//	> CLASS_COMBINE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_BARNACLE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_COMBINE,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_COMBINE_GUNSHIP,	D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_COMBINE_GUNSHIP
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_COMBINE,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_COMBINE_GUNSHIP,	D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_MISSILE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP,		CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_CONSCRIPT
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_BARNACLE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT,			CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
		
		// ------------------------------------------------------------
		//	> CLASS_FLARE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_ANTLION,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE,			CLASS_PLAYER_ALLY_VITAL,D_NU, 0);

		// ------------------------------------------------------------
		//	> CLASS_HEADCRAB
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_MANHACK
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_HEADCRAB,			D_HT,-1);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_METROPOLICE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE,		CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_MILITARY
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_MISSILE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_NONE
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_ANTLION,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_BULLSEYE,			D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE,				CLASS_PLAYER_ALLY_VITAL,D_NU, 0);

		// ------------------------------------------------------------
		//	> CLASS_PLAYER
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_PLAYER,			D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_BARNACLE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_BULLSEYE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_CITIZEN_PASSIVE,	D_LI, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_CITIZEN_REBEL,	D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_VORTIGAUNT,		D_LI, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_PROTOSNIPER,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_PLAYER_ALLY,		D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER,			CLASS_PLAYER_ALLY_VITAL,D_LI, 0);

		// ------------------------------------------------------------
		//	> CLASS_PLAYER_ALLY
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_PLAYER,			D_LI, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_BARNACLE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_HEADCRAB,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_ZOMBIE,			D_FR, 1);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_PROTOSNIPER,		D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_PLAYER_ALLY,		D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY,			CLASS_PLAYER_ALLY_VITAL,D_LI, 0);

		// ------------------------------------------------------------
		//	> CLASS_PLAYER_ALLY_VITAL
		// ------------------------------------------------------------
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_PLAYER,			D_LI, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_BARNACLE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_PROTOSNIPER,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_PLAYER_ALLY,		D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL,	CLASS_PLAYER_ALLY_VITAL,D_LI, 0);

		// ------------------------------------------------------------
		//	> CLASS_SCANNER
		// ------------------------------------------------------------	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_COMBINE,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_COMBINE_GUNSHIP,	D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_MANHACK,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_METROPOLICE,		D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_MILITARY,			D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_SCANNER,			D_LI, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_STALKER,			D_LI, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_PROTOSNIPER,		D_LI, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_STALKER
		// ------------------------------------------------------------	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_VORTIGAUNT
		// ------------------------------------------------------------	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_PLAYER,			D_LI, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_BARNACLE,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_CITIZEN_PASSIVE,	D_NU, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_CITIZEN_REBEL,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_CONSCRIPT,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_SCANNER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_STALKER,			D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_VORTIGAUNT,		D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_PLAYER_ALLY,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT,		CLASS_PLAYER_ALLY_VITAL,D_NU, 0);

		// ------------------------------------------------------------
		//	> CLASS_ZOMBIE
		// ------------------------------------------------------------	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_HEADCRAB,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_MANHACK,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_MILITARY,			D_FR, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_MISSILE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_ZOMBIE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_PROTOSNIPER
		// ------------------------------------------------------------	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_NONE,				D_NU, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_PLAYER,			D_HT, 0);			
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_COMBINE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_COMBINE_GUNSHIP,	D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_FLARE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_MANHACK,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_METROPOLICE,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_MILITARY,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_MISSILE,			D_NU, 5);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_SCANNER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_STALKER,			D_NU, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_VORTIGAUNT,		D_HT, 0);		
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_PROTOSNIPER,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);

		// ------------------------------------------------------------
		//	> CLASS_EARTH_FAUNA
		//
		// Hates pretty much everything equally except other earth fauna.
		// This will make the critter choose the nearest thing as its enemy.
		// ------------------------------------------------------------	
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_NONE,				D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_PLAYER,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_ANTLION,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_BARNACLE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_BULLSEYE,			D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_CITIZEN_PASSIVE,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_CITIZEN_REBEL,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_COMBINE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_COMBINE_GUNSHIP,	D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_CONSCRIPT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_FLARE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_HEADCRAB,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_MANHACK,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_METROPOLICE,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_MILITARY,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_MISSILE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_SCANNER,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_STALKER,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_VORTIGAUNT,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_ZOMBIE,			D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_PROTOSNIPER,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_EARTH_FAUNA,		D_NU, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_PLAYER_ALLY,		D_HT, 0);
		CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA,			CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
}
#endif
//***


Let's finish by adding this in the CHL2MPRules::CHL2MPRules() function:

//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
InitDefaultAIRelationships();
//***

Conclusion

This tutorial should help you to get NPCs working in HL2DM. You could do it manually for each NPC, but I think this should help you not to waste time!

Happy programming!


—Dolphin's Eye (  dolphineye http://cridder.com/resume/small-at-symbol.JPG free.fr ) Template:Otherlang:en Template:Otherlang:en:fr