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https://github.com/jmarshall23/DoomRTX.git
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Quake 4 integrated with DoomRTX
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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class rvMonsterTurret : public idAI {
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public:
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CLASS_PROTOTYPE( rvMonsterTurret );
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rvMonsterTurret ( void );
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void InitSpawnArgsVariables ( void );
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void Spawn ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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virtual bool Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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protected:
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virtual bool CheckActions ( void );
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stateResult_t State_Combat ( const stateParms_t& parms );
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stateResult_t State_Killed ( const stateParms_t& parms );
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int shieldHealth;
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int maxShots;
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int minShots;
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int shots;
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private:
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rvAIAction actionBlasterAttack;
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stateResult_t State_Torso_BlasterAttack ( const stateParms_t& parms );
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CLASS_STATES_PROTOTYPE ( rvMonsterTurret );
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};
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CLASS_DECLARATION( idAI, rvMonsterTurret )
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END_CLASS
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/*
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================
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rvMonsterTurret::rvMonsterTurret
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================
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*/
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rvMonsterTurret::rvMonsterTurret ( ) {
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shieldHealth = 0;
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}
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void rvMonsterTurret::InitSpawnArgsVariables ( void ) {
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maxShots = spawnArgs.GetInt ( "maxShots", "1" );
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minShots = spawnArgs.GetInt ( "minShots", "1" );
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}
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/*
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================
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rvMonsterTurret::Spawn
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================
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*/
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void rvMonsterTurret::Spawn ( void ) {
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actionBlasterAttack.Init ( spawnArgs, "action_blasterAttack", "Torso_BlasterAttack", AIACTIONF_ATTACK );
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shieldHealth = spawnArgs.GetInt ( "shieldHealth" );
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health += shieldHealth;
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InitSpawnArgsVariables();
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shots = 0;
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}
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/*
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================
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rvMonsterTurret::Save
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================
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*/
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void rvMonsterTurret::Save ( idSaveGame *savefile ) const {
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savefile->WriteInt ( shieldHealth );
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savefile->WriteInt ( shots );
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actionBlasterAttack.Save ( savefile );
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}
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/*
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================
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rvMonsterTurret::Restore
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================
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*/
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void rvMonsterTurret::Restore ( idRestoreGame *savefile ) {
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savefile->ReadInt ( shieldHealth );
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savefile->ReadInt ( shots );
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actionBlasterAttack.Restore ( savefile );
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InitSpawnArgsVariables();
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}
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/*
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================
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rvMonsterTurret::CheckActions
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================
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*/
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bool rvMonsterTurret::CheckActions ( void ) {
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// Attacks
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if ( PerformAction ( &actionBlasterAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
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return true;
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}
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return idAI::CheckActions ( );
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}
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/*
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================
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rvMonsterTurret::Pain
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================
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*/
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bool rvMonsterTurret::Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
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// Handle the shield effects
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if ( shieldHealth > 0 ) {
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shieldHealth -= damage;
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if ( shieldHealth <= 0 ) {
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PlayEffect ( "fx_shieldBreak", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
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} else {
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PlayEffect ( "fx_shieldHit", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
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}
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}
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return idAI::Pain ( inflictor, attacker, damage, dir, location );
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}
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/*
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===============================================================================
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States
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===============================================================================
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*/
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CLASS_STATES_DECLARATION ( rvMonsterTurret )
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STATE ( "State_Combat", rvMonsterTurret::State_Combat )
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STATE ( "State_Killed", rvMonsterTurret::State_Killed )
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STATE ( "Torso_BlasterAttack", rvMonsterTurret::State_Torso_BlasterAttack )
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END_CLASS_STATES
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/*
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================
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rvMonsterTurret::State_Combat
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================
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*/
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stateResult_t rvMonsterTurret::State_Combat ( const stateParms_t& parms ) {
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// Aquire a new enemy if we dont have one
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if ( !enemy.ent ) {
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CheckForEnemy ( true );
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}
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FaceEnemy ( );
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// try moving, if there was no movement run then just try and action instead
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UpdateAction ( );
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return SRESULT_WAIT;
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}
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/*
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================
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rvMonsterTurret::State_Killed
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================
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*/
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stateResult_t rvMonsterTurret::State_Killed ( const stateParms_t& parms ) {
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gameLocal.PlayEffect ( gameLocal.GetEffect ( spawnArgs, "fx_death" ), GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
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return idAI::State_Killed ( parms );
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}
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/*
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================
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rvMonsterTurret::State_Torso_BlasterAttack
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================
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*/
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stateResult_t rvMonsterTurret::State_Torso_BlasterAttack ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_FIRE,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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DisableAnimState ( ANIMCHANNEL_LEGS );
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shots = (minShots + gameLocal.random.RandomInt(maxShots-minShots+1)) * combat.aggressiveScale;
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return SRESULT_STAGE ( STAGE_FIRE );
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case STAGE_FIRE:
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PlayAnim ( ANIMCHANNEL_TORSO, "range_attack", 2 );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_TORSO, 2 ) ) {
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if ( --shots <= 0 ) {
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return SRESULT_DONE;
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}
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return SRESULT_STAGE ( STAGE_FIRE );
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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