// AI_monster_zombie_commando_cgun.cpp // Native state-machine replacement for ai_monster_zombie_commando_cgun.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterZombieCommandoCGun::rvmMonsterZombieCommandoCGun() { fire = false; crouch_fire = false; step_left = false; step_right = false; run_attack = false; nextDodge = 0.0f; nextAttack = 0.0f; nextNoFOVAttack = 0.0f; combat_node = NULL; painNextTime = 0.0f; attackEndTime = 0.0f; loopEndTime = 0.0f; minShootTime = 0.0f; firstShot = false; } void rvmMonsterZombieCommandoCGun::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); run_distance = ZOMBIE_CGUN_RUNDISTANCE; walk_turn = ZOMBIE_CGUN_WALKTURN; SetState( "state_Begin" ); } stateResult_t rvmMonsterZombieCommandoCGun::RunStateByName( const char* stateName, stateParms_t* parms ) { AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle ); AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain ); AI_DISPATCH_STATE( "Torso_RangeAttack", Torso_RangeAttack ); AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack ); AI_DISPATCH_STATE( "Torso_CrouchAttack", Torso_CrouchAttack ); AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "Legs_Run", Legs_Run ); AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft ); AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight ); AI_DISPATCH_STATE( "Legs_StepLeft", Legs_StepLeft ); AI_DISPATCH_STATE( "Legs_StepRight", Legs_StepRight ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "stand_attack", stand_attack ); AI_DISPATCH_STATE( "crouch_attack", crouch_attack ); AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left ); AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterZombieCommandoCGun::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "range_attack_aim" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( fire ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 8 ); return SRESULT_DONE; } if ( crouch_fire ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_CrouchAttack", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: SetBlendFrames( ANIMCHANNEL_TORSO, 3 ); PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( 0.25f ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: if ( AnimDone( ANIMCHANNEL_TORSO, 12 ) ) { PreventPain( 0.6f ); FinishAction( "pain" ); SetBlendFrames( ANIMCHANNEL_TORSO, 12 ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 12 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::Torso_RangeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_INTRO, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_END, STAGE_END_WAIT }; switch ( parms->stage ) { case STAGE_START: SetAnimPrefix( "" ); PlayAnim( ANIMCHANNEL_TORSO, "range_attack" ); parms->stage = STAGE_INTRO; return SRESULT_WAIT; case STAGE_INTRO: if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( !AnimDone( ANIMCHANNEL_TORSO, 12 ) ) { return SRESULT_WAIT; } minShootTime = Time() + ZOMBIE_CGUN_MIN_SHOT_TIME; parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_LOOP_START: if ( !fire && Time() >= minShootTime ) { parms->stage = STAGE_END; return SRESULT_WAIT; } if ( InfluenceActive() ) { fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; } PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" ); parms->stage = STAGE_LOOP_WAIT; return SRESULT_WAIT; case STAGE_LOOP_WAIT: if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( InfluenceActive() ) { fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; } if ( !AnimDone( ANIMCHANNEL_TORSO, 12 ) ) { return SRESULT_WAIT; } parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_END: if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { SetBlendFrames( ANIMCHANNEL_TORSO, 8 ); } PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" ); parms->stage = STAGE_END_WAIT; return SRESULT_WAIT; case STAGE_END_WAIT: if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, 12 ) ) { FinishAction( "range_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 12 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::Torso_TurretAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_INTRO, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_END, STAGE_END_WAIT }; switch ( parms->stage ) { case STAGE_START: SetAnimPrefix( "" ); PlayAnim( ANIMCHANNEL_TORSO, "range_attack" ); parms->stage = STAGE_INTRO; return SRESULT_WAIT; case STAGE_INTRO: if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; } attackEndTime = RandomDelay( ZOMBIE_CGUN_STAND_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_STAND_ATTACK_MAX_LENGTH ); parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_LOOP_START: if ( Time() >= attackEndTime || !CanHitEnemyFromAnim( "range_attack_loop" ) || InfluenceActive() ) { parms->stage = STAGE_END; return SRESULT_WAIT; } PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" ); parms->stage = STAGE_LOOP_WAIT; return SRESULT_WAIT; case STAGE_LOOP_WAIT: if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; } parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_END: PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" ); parms->stage = STAGE_END_WAIT; return SRESULT_WAIT; case STAGE_END_WAIT: if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { FinishAction( "turret_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::Torso_CrouchAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_INTRO, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_AIM, STAGE_END, STAGE_END_WAIT }; switch ( parms->stage ) { case STAGE_START: OverrideAnim( ANIMCHANNEL_LEGS ); SetAnimPrefix( "crouch" ); PlayAnim( ANIMCHANNEL_TORSO, "range_attack" ); parms->stage = STAGE_INTRO; return SRESULT_WAIT; case STAGE_INTRO: if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; } minShootTime = Time() + ZOMBIE_CGUN_MIN_SHOT_TIME; parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_LOOP_START: if ( !crouch_fire && Time() >= minShootTime ) { parms->stage = STAGE_END; return SRESULT_WAIT; } loopEndTime = RandomDelay( ZOMBIE_CGUN_STAND_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_STAND_ATTACK_MAX_LENGTH ); PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" ); parms->stage = STAGE_LOOP_WAIT; return SRESULT_WAIT; case STAGE_LOOP_WAIT: if ( InfluenceActive() ) { crouch_fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; } if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; } if ( !crouch_fire || Time() >= loopEndTime ) { PlayCycle( ANIMCHANNEL_TORSO, "range_attack_aim" ); loopEndTime = RandomDelay( ZOMBIE_CGUN_WAIT_MIN_LENGTH, ZOMBIE_CGUN_WAIT_MAX_LENGTH ); parms->stage = STAGE_AIM; return SRESULT_WAIT; } parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_AIM: if ( !crouch_fire || InfluenceActive() ) { crouch_fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; } if ( Time() < loopEndTime ) { return SRESULT_WAIT; } parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_END: PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" ); parms->stage = STAGE_END_WAIT; return SRESULT_WAIT; case STAGE_END_WAIT: if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { FinishAction( "crouch_attack" ); SetAnimPrefix( "" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "range_attack_aim" ); parms->stage = 1; } if ( GetEnemy() ) { run = true; } if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; } if ( step_left ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_StepLeft", 8 ); return SRESULT_DONE; } if ( step_right ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_StepRight", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( GetEnemy() ) { run = true; } if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_Run( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; } if ( GetEnemy() ) { run = true; } if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_DodgeLeft( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_DodgeRight( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_StepLeft( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "step_left" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { step_left = false; FinishAction( "sidestep" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::Legs_StepRight( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "step_right" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { step_right = false; FinishAction( "sidestep" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoCGun::state_Begin( stateParms_t* parms ) { enum { STAGE_START, STAGE_MONSTER_BEGIN }; switch ( parms->stage ) { case STAGE_START: fire = false; crouch_fire = false; step_left = false; step_right = false; SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); StartAction( "monster_begin" ); parms->stage = STAGE_MONSTER_BEGIN; return SRESULT_WAIT; case STAGE_MONSTER_BEGIN: if ( InAction() ) { return SRESULT_WAIT; } SetMoveType( MOVETYPE_ANIM ); SetState( "state_Idle" ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::state_Idle( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT_FOR_ENEMY }; switch ( parms->stage ) { case STAGE_START: StartAction( "wait_for_enemy" ); parms->stage = STAGE_WAIT_FOR_ENEMY; return SRESULT_WAIT; case STAGE_WAIT_FOR_ENEMY: if ( InAction() ) { return SRESULT_WAIT; } nextAttack = 0.0f; nextNoFOVAttack = 0.0f; nextDodge = RandomTime( ZOMBIE_CGUN_DODGE_RATE ); SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterZombieCommandoCGun::check_attacks() { int attack_flags = 0; const float currentTime = Time(); if ( Pain() && currentTime >= nextDodge && owner ) { if ( owner->TestAnimMove( "evade_left" ) ) { attack_flags |= ATTACK_DODGE_LEFT; } if ( owner->TestAnimMove( "evade_right" ) ) { attack_flags |= ATTACK_DODGE_RIGHT; if ( attack_flags & ATTACK_DODGE_LEFT ) { if ( RandomFloat( 100.0f ) < 50.0f ) { attack_flags &= ~ATTACK_DODGE_RIGHT; } else { attack_flags &= ~ATTACK_DODGE_LEFT; } } } } combat_node = GetCombatNode(); if ( combat_node.GetEntity() ) { attack_flags |= ATTACK_COMBAT_NODE; } const bool reachable = CanReachEnemy(); bool try_attack = false; if ( EnemyInFOV() && ( !reachable || currentTime >= nextAttack ) ) { try_attack = true; } else if ( Time() > nextNoFOVAttack && EnemyVisible() && ( !reachable || currentTime >= nextAttack ) ) { try_attack = true; } else if ( EnemyRange() < 64.0f ) { try_attack = true; } if ( try_attack ) { if ( RandomFloat() < 0.5f ) { if ( CanHitEnemyFromAnim( "crouch_range_attack_loop" ) ) { attack_flags |= ATTACK_ZCC_CROUCHFIRE; } else if ( CanHitEnemyFromAnim( "range_attack_loop" ) ) { attack_flags |= ATTACK_MISSILE; } } else if ( CanHitEnemyFromAnim( "range_attack_loop" ) ) { attack_flags |= ATTACK_MISSILE; } } return attack_flags; } bool rvmMonsterZombieCommandoCGun::do_attack( int attack_flags ) { const int flags = attack_flags; nextNoFOVAttack = Time() + ZOMBIE_CGUN_NOFOVTIME; if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; } if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; } if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; } if ( flags & ATTACK_ZCC_CROUCHFIRE ) { StartAction( "crouch_attack" ); return true; } if ( flags & ATTACK_MISSILE ) { StartAction( "stand_attack" ); return true; } return false; } stateResult_t rvmMonsterZombieCommandoCGun::stand_attack( stateParms_t* parms ) { enum { STAGE_START, STAGE_LOOP, STAGE_FINISH }; switch ( parms->stage ) { case STAGE_START: fire = true; attackEndTime = RandomDelay( ZOMBIE_CGUN_STAND_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_STAND_ATTACK_MAX_LENGTH ); loopEndTime = RandomDelay( 0.5f, 1.0f ); parms->stage = STAGE_LOOP; return SRESULT_WAIT; case STAGE_LOOP: if ( InfluenceActive() || Time() > attackEndTime || !EnemyVisible() || !CanHitEnemyFromAnim( "range_attack_loop" ) ) { fire = false; parms->stage = STAGE_FINISH; return SRESULT_WAIT; } LookAtEnemy( 1.0f ); if ( !run_attack || EnemyRange() < 90.0f ) { FaceEnemy(); } else if ( !EntityInAttackCone( GetEnemy() ) ) { fire = false; parms->stage = STAGE_FINISH; return SRESULT_WAIT; } else { MoveToEnemy(); } if ( Time() >= loopEndTime ) { loopEndTime = RandomDelay( 0.5f, 1.0f ); if ( owner ) { const bool left = owner->TestAnimMove( "step_left" ) != 0; const bool right = owner->TestAnimMove( "step_right" ) != 0; if ( left && right ) { step_left = RandomFloat( 100.0f ) >= 50.0f; step_right = !step_left; } else { step_left = left; step_right = right; } } } return SRESULT_WAIT; case STAGE_FINISH: fire = false; if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack" ) ) { return SRESULT_WAIT; } nextAttack = RandomDelay( ZOMBIE_CGUN_ATTACK_DELAY_MIN, ZOMBIE_CGUN_ATTACK_DELAY_MAX ); nextNoFOVAttack = Time() + ZOMBIE_CGUN_NOFOVTIME; return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::crouch_attack( stateParms_t* parms ) { enum { STAGE_START, STAGE_LOOP, STAGE_FINISH }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); crouch_fire = true; attackEndTime = RandomDelay( ZOMBIE_CGUN_CROUCH_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_CROUCH_ATTACK_MAX_LENGTH ); parms->stage = STAGE_LOOP; return SRESULT_WAIT; case STAGE_LOOP: if ( InfluenceActive() || Time() > attackEndTime || !EnemyVisible() || !CanHitEnemyFromAnim( "range_attack_loop" ) ) { crouch_fire = false; SetAnimPrefix( "" ); parms->stage = STAGE_FINISH; return SRESULT_WAIT; } LookAtEnemy( 1.0f ); return SRESULT_WAIT; case STAGE_FINISH: crouch_fire = false; if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_CrouchAttack" ) ) { return SRESULT_WAIT; } nextAttack = RandomDelay( ZOMBIE_CGUN_ATTACK_DELAY_MIN, ZOMBIE_CGUN_ATTACK_DELAY_MAX ); nextNoFOVAttack = Time() + ZOMBIE_CGUN_NOFOVTIME; return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::combat_dodge_left( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", 8 ); parms->stage = STAGE_WAIT_ACTION; return SRESULT_WAIT; case STAGE_WAIT_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( ZOMBIE_CGUN_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoCGun::combat_dodge_right( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", 8 ); parms->stage = STAGE_WAIT_ACTION; return SRESULT_WAIT; case STAGE_WAIT_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( ZOMBIE_CGUN_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; }