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Missing file from previous checkin.
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// AI_monster_zombie_morgue.cpp
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// Native state-machine replacement for ai_monster_zombie_morgue.script.
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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_DECLARATION( rvmMonsterZombieBase, rvmMonsterZombieMorgue )
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END_CLASS
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rvmMonsterZombieMorgue::rvmMonsterZombieMorgue() {
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painNextTime = 0.0f;
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}
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void rvmMonsterZombieMorgue::Init( idAI* aiOwner ) {
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rvmMonsterZombieBase::Init( aiOwner );
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SetState( "state_Begin" );
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}
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stateResult_t rvmMonsterZombieMorgue::RunStateByName( const char* stateName, stateParms_t* parms ) {
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AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
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AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
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AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack );
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AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle );
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AI_DISPATCH_STATE( "Legs_Run", Legs_Run );
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AI_DISPATCH_STATE( "state_Begin", state_Begin );
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AI_DISPATCH_STATE( "state_Idle", state_Idle );
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AI_DISPATCH_STATE( "combat_melee", combat_melee );
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return rvmMonsterZombieBase::RunStateByName( stateName, parms );
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}
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stateResult_t rvmMonsterZombieMorgue::Torso_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) {
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IdleAnim( ANIMCHANNEL_TORSO, "idle" );
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parms->stage = 1;
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}
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if ( Pain() ) {
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterZombieMorgue::Torso_Pain( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_WAIT };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
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painNextTime = DelayTime( 0.25f );
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parms->stage = STAGE_WAIT;
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return SRESULT_WAIT;
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case STAGE_WAIT:
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if ( Pain() && Time() > painNextTime ) {
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 8 );
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return SRESULT_DONE;
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}
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if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
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FinishAction( "pain" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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return SRESULT_DONE;
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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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stateResult_t rvmMonsterZombieMorgue::Torso_MeleeAttack( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_WAIT };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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parms->stage = STAGE_WAIT;
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return SRESULT_WAIT;
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case STAGE_WAIT:
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if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
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FinishAction( "melee_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
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return SRESULT_DONE;
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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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stateResult_t rvmMonsterZombieMorgue::Legs_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) {
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IdleAnim( ANIMCHANNEL_LEGS, "idle" );
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parms->stage = 1;
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}
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if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterZombieMorgue::Legs_Run( stateParms_t* parms ) {
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if ( parms->stage == 0 ) {
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PlayCycle( ANIMCHANNEL_LEGS, "run" );
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parms->stage = 1;
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}
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterZombieMorgue::state_Begin( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_MONSTER_BEGIN };
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switch ( parms->stage ) {
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case STAGE_START:
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
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SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 );
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StartAction( "monster_begin" );
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parms->stage = STAGE_MONSTER_BEGIN;
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return SRESULT_WAIT;
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case STAGE_MONSTER_BEGIN:
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if ( InAction() ) {
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return SRESULT_WAIT;
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}
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SetMoveType( MOVETYPE_ANIM );
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SetState( "state_Idle" );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterZombieMorgue::state_Idle( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_WAIT_FOR_ENEMY };
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switch ( parms->stage ) {
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case STAGE_START:
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StartAction( "wait_for_enemy" );
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parms->stage = STAGE_WAIT_FOR_ENEMY;
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return SRESULT_WAIT;
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case STAGE_WAIT_FOR_ENEMY:
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if ( InAction() ) {
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return SRESULT_WAIT;
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}
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SetState( "state_Combat" );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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int rvmMonsterZombieMorgue::check_attacks() {
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int attack_flags = 0;
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if ( CheckForMelee() ) {
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attack_flags |= ATTACK_MELEE;
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}
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return attack_flags;
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}
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bool rvmMonsterZombieMorgue::do_attack( int attack_flags ) {
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const int flags = attack_flags;
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if ( flags & ATTACK_MELEE ) {
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StartAction( "combat_melee" );
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return true;
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}
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return false;
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}
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stateResult_t rvmMonsterZombieMorgue::combat_melee( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_WAIT_ACTION };
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switch ( parms->stage ) {
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case STAGE_START:
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LookAtEnemy( 100.0f );
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FaceEnemy();
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waitActionName = "melee_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 8 );
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parms->stage = STAGE_WAIT_ACTION;
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return SRESULT_WAIT;
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case STAGE_WAIT_ACTION:
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if ( !ActionDone( "melee_attack" ) ) {
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return SRESULT_WAIT;
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}
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LookAtEnemy( 8.0f );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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