Quiet (boss) is an enemy NPC present in mission #11, CLOAKED IN SILENCE (extreme version #40). Her AI is shared with Sniper Skulls (missions #28 and #48, CODE TALKER).
She is represented by tpp::gm::bossquiet class in the exe.
GameObject id is 12800. Skulls unit is 12800 ... 12803. Commands: link.
Related entities:
Life and stamina values are hardcoded in tpp::gm::bossquiet::impl::'anonymous_namespace'::LifeControllerImpl::Initialize:
| Mission version | Life | Stamina |
|---|---|---|
| Normal | 6400 | 3000 |
| Extreme | 9000 | 9000 |
On taking lethal damage health is set to 1, so she can be executed or extracted; same logic applies to Skulls unit.
Implementation: tpp::gm::bossquiet::impl::'anonymous_namespace'::LifeControllerImpl::Initialize.
Damage is handled by tpp::gm::bossquiet::impl::'anonymous_namespace'::DamageHandlerImpl.
All actions are processed in tpp::gm::bossquiet::impl::ActionControllerImpl::Update. Two primitives are used:
action tasks and commands (which can be converted to tasks).
Commands include firing the weapon, playing damaged animations, flashing scope.
Tasks are more complex and may involve commands: jump to location, equip the weapon and shoot player.
Commands can be overridden (how and when?).
Quiet can enter recovery phase, where she looks for closest recovery point (water source) and bathes in it.
Sniper Skulls don’t do that (switch where?).
Implementation: tpp::gm::bossquiet::impl::RecoveryAiImpl.
Uses special health bar, described in 00.dat/Assets/tpp/pack/mission2/story/s10050/s10050_area_fpkd/Assets/tpp/ui/GraphAsset/entry_datas/boss_gauge_head.fox2.
Activated as a sight marker (with binoculars or regular zoom), disappears along with player-set follow marker after enemy jumps or runs in invisible state.
Quiet has special animation if attacked with water pistol; no damage is dealt (what about Skulls?).
Implementation: tpp::gm::bossquiet::impl::DamageAiImpl::StepWaterGun.