Fr/Fixing AI in multiplayer

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Revision as of 05:21, 2 February 2006 by Dolphineye (talk | contribs)
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Introduction

Bien le bonjour à tous!

Quelques personnes m'ont demandé pourquoi leurs NPC ( alias PNJ ) ne bougeaient - voire n'attaquaient - pas le joueur dans les parties en coopératif de Half-Life 2: Deathmatch.

C'est très simple, ils ne le font pas car Half-Life 2: Deathmatch n'inclus pas directement la table des relationship des NPC, c'est à dire leurs relations entre eux dans l'univers du jeu.

Du coup je vais vous expliquer comment créer cette table afin que vos NPC cessent de vous regarder comme des beignets ;o)


Table des Relations

Création de la Table

D'abord, on doit définir cette table en définissant les différentes classes des personnages présents dans le jeu. Ouvrez le fichier BaseEntity.h, puis dans la définition de enum Class_T, après le bloc #elif defined( CSTRIKE_DLL ) ajoutez ceci:

//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR 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
};
//***


Utilisation de la Table

Super! Maintenant il nous faut dire aux Game Rules d'utiliser cette Table de Relations dans le jeu lorque l'on commence une partie de HL2DM. Ouvrez le fichier h2mp_gamerules.h. En dessous de l'onglet public:, ajoutez ceci:

//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
#ifndef CLIENT_DLL 
void InitDefaultAIRelationships( void );
#endif
//***


Maintenant ouvrez le fichier h2mp_gamerules.cpp. Ensuite tout en bas du fichier .cpp ajoutez tout ce bout de code:

//------------------------------------------------------------------------------
// Purpose : Initialize all default class relationships
// Input   :
// Output  :
//------------------------------------------------------------------------------
//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR 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
//***


Terminons en ajoutant cette petite instruction dans la fonction CHL2MPRules::CHL2MPRules():

//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
InitDefaultAIRelationships();
//***

Importation des Skills

On m'a fait remarquer que les NPC ne causent pas de dommages au joueur, et en plus ils meurent très facilement. Ceci est simplement liée à l'absence du fichier skill.cfg dans le répertoire "\cfg" du mod. Pour ce faire, créez un fichier avec Notepad et copiez le texte qui suit à l'intrieur. Renommez enfin ce fichier en 'skill.cfg et le tour est joué.

// ===========
//  NPCs
// ============
// Barnacle
sk_barnacle_health		"35"

// Barney
sk_barney_health		"35"

// Bullseye
sk_bullseye_health		"35"

//Bullsquid
sk_bullsquid_health		"40"
sk_bullsquid_dmg_bite   	"15"
sk_bullsquid_dmg_whip   	"25"
sk_bullsquid_dmg_spit		"10"

// Citizen
sk_citizen_health		"40"

// Combine Soldier
sk_combine_s_health		"50"
sk_combine_s_kick		"10"

// Combine Guard
sk_combine_guard_health	"70"
sk_combine_guard_kick	"15"

// strider
sk_strider_health		"350"
sk_strider_num_missiles1	"5"
sk_strider_num_missiles2	"7"
sk_strider_num_missiles3	"7"

// Headcrab
sk_headcrab_health		"10"
sk_headcrab_melee_dmg	"5"

// Fast Headcrab
sk_headcrab_fast_health	"10"

// Poison Headcrab
sk_headcrab_poison_health	"35"

// Houndeye
sk_houndeye_health		"80"
sk_houndeye_dmg_blast	"15"

// Manhack
sk_manhack_health		"25"
sk_manhack_melee_dmg	"20"

// Metropolice
sk_metropolice_health	"40"
sk_metropolice_stitch_reaction "1.0"
sk_metropolice_stitch_tight_hitcount "2"
sk_metropolice_stitch_at_hitcount "1"
sk_metropolice_stitch_behind_hitcount "3"
sk_metropolice_stitch_along_hitcount "2"

// Rollermine
sk_rollermine_shock		"10"
sk_rollermine_stun_delay "3"
sk_rollermine_vehicle_intercept "1"

// Scanner (City)
sk_scanner_health		"30"
sk_scanner_dmg_dive		"25"

// Stalker
sk_stalker_health		"50"
sk_stalker_melee_dmg	"5"

// Vortigaunt
sk_vortigaunt_health	"100"
sk_vortigaunt_dmg_claw	"10"
sk_vortigaunt_dmg_rake	"25"
sk_vortigaunt_dmg_zap	"20"
sk_vortigaunt_armor_charge "30"

// Zombie
sk_zombie_health	"50"
sk_zombie_dmg_one_slash	"10"
sk_zombie_dmg_both_slash	"25"

// Poison Zombie
sk_zombie_poison_health		"175"
sk_zombie_poison_dmg_spit	"20"

//Antlion
sk_antlion_health			"30"
sk_antlion_swipe_damage		"5"
sk_antlion_jump_damage		"5"

//Antlion Guard
sk_antlionguard_health		"500"
sk_antlionguard_dmg_charge	"20"
sk_antlionguard_dmg_shove	"10"

//Antlion Grub
//sk_antliongrub_health		"5"

//Ichthyosaur
sk_ichthyosaur_health		"200"
sk_ichthyosaur_melee_dmg	"8"

// Combine Gunship
sk_gunship_burst_size		"15"
sk_gunship_health_increments	"5"
sk_npc_dmg_gunship		"40"
sk_npc_dmg_gunship_to_plr	"3"

// Combine Helicopter
sk_npc_dmg_helicopter			"6"
sk_npc_dmg_helicopter_to_plr	"3"
sk_helicopter_grenadedamage		"30"
sk_helicopter_grenaderadius		"275"
sk_helicopter_grenadeforce		"55000"

// Combine Dropship
sk_npc_dmg_dropship		"2"

// Combine APC
sk_apc_health				"750"


// =================
//  WEAPONS
// =================

sk_plr_dmg_ar2			"8"
sk_npc_dmg_ar2			"3"
sk_max_ar2				"60"
sk_max_ar2_altfire		"3"

sk_plr_dmg_alyxgun		"5"
sk_npc_dmg_alyxgun		"3"
sk_max_alyxgun			"150"

sk_plr_dmg_pistol		"5"
sk_npc_dmg_pistol		"3"
sk_max_pistol			"150"

sk_plr_dmg_smg1			"4"
sk_npc_dmg_smg1			"3"
sk_max_smg1				"225"

sk_plr_dmg_buckshot			"8"	
sk_npc_dmg_buckshot			"3"
sk_max_buckshot				"30"

sk_max_pulsemg			"200"

sk_plr_dmg_rpg_round		"100"
sk_npc_dmg_rpg_round		"50"
sk_max_rpg_round			"3"

sk_plr_dmg_smg1_grenade		"100"
sk_npc_dmg_smg1_grenade		"50"
sk_max_smg1_grenade		"3"
sk_smg1_grenade_radius		"250"

//sk_plr_dmg_gauss			"25"
//sk_plr_max_dmg_gauss		"30"

sk_plr_dmg_sniper_round		"13"
sk_npc_dmg_sniper_round		"100"
sk_max_sniper_round			"60"

sk_plr_dmg_357				"40"
sk_npc_dmg_357				"30"
sk_max_357					"12"

sk_plr_dmg_crossbow			"100"
sk_npc_dmg_crossbow			"10"
sk_max_crossbow				"10"

sk_plr_dmg_airboat			"3"
sk_npc_dmg_airboat			"3"

//sk_dmg_sniper_penetrate_plr	"10"
//sk_dmg_sniper_penetrate_npc	"100"

sk_plr_dmg_grenade			"150"	
sk_npc_dmg_grenade			"75"
sk_max_grenade				"5"

sk_plr_dmg_crowbar			"13"
sk_npc_dmg_crowbar			"5"

sk_plr_dmg_stunstick		"10"
sk_npc_dmg_stunstick		"40"	// Kill a citizen in one hit

//sk_plr_dmg_satchel			"150"
//sk_npc_dmg_satchel			"75"
//sk_satchel_radius			"150"

// Mortar Synth projectile
//sk_dmg_energy_grenade		"2"
//sk_energy_grenade_radius	"100"

sk_dmg_homer_grenade		"20"
sk_homer_grenade_radius		"100"

// Bullsquid spit
sk_dmg_spit_grenade			"30"	
sk_spit_grenade_radius		"120"

//sk_plr_dmg_tripmine			"150"
//sk_npc_dmg_tripmine			"125"
//sk_tripmine_radius			"200"

sk_plr_dmg_fraggrenade 		"125"
sk_npc_dmg_fraggrenade		"75"
sk_fraggrenade_radius 		"250"

// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger		"75"
sk_suitcharger_citadel		"500"
sk_suitcharger_citadel_maxarmor	"200"
sk_battery			"15"
sk_healthcharger		"50"
sk_healthkit		"25"
sk_healthvial		"10"

// Combine balls
sk_combineball_seek_angle	"15"
sk_combineball_guidefactor	"1.0"

// NPC damage adjusters
sk_npc_head		"3"
sk_npc_chest	"1"
sk_npc_stomach	"1"
sk_npc_arm		"1"
sk_npc_leg		"1"

// player damage adjusters
sk_player_head		"3"
sk_player_chest		"1"
sk_player_stomach	"1"
sk_player_arm		"1"
sk_player_leg		"1"

// Allies
sk_ally_regen_time	"0.2"

// Jeep
sk_max_gauss_round	"30"

Conclusion

Bon voilà ce tutorial devrait vous apporter des NPC dôtés d'un cerveau. Vous pourriez finalement le faire manuellement pour chaque NPC, mais ça prendrait un temps fou et ça ne serait pas aussi complet que dans le jeu d'origine!

Have fun!


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

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