// AI_monster_demon_hellknight.h // Native state-machine replacement for ai_monster_demon_hellknight.script. #pragma once #ifndef HELLKNIGHT_ATTACK_RATE #define HELLKNIGHT_ATTACK_RATE 3 #endif #ifndef HELLKNIGHT_PAIN_DELAY #define HELLKNIGHT_PAIN_DELAY 0.25f #endif #ifndef HELLKNIGHT_NOFOVTIME #define HELLKNIGHT_NOFOVTIME 6 #endif #ifndef HELLKNIGHT_PAIN_TO_IDLE #define HELLKNIGHT_PAIN_TO_IDLE 2 #endif #ifndef HELLKNIGHT_PAIN_TO_PAIN #define HELLKNIGHT_PAIN_TO_PAIN 0 #endif #ifndef HELLKNIGHT_MELEE_TO_IDLE #define HELLKNIGHT_MELEE_TO_IDLE 4 #endif #ifndef HELLKNIGHT_RANGE_TO_IDLE #define HELLKNIGHT_RANGE_TO_IDLE 4 #endif class rvmMonsterDemonHellknight : public rvmMonsterBase { public: CLASS_PROTOTYPE( rvmMonsterDemonHellknight ); rvmMonsterDemonHellknight(); virtual void Init( idAI* aiOwner ) override; virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override; protected: float nextDodge; float nextAttack; float nextNoFOVAttack; float nextLeap; float painNextTime; idVec3 jumpVelocity; idStr range_attack_anim; idEntityPtr combat_node; virtual stateResult_t Torso_Idle( stateParms_t* parms ); virtual stateResult_t Torso_Pain( stateParms_t* parms ); virtual stateResult_t Torso_MeleeAttack( stateParms_t* parms ); virtual stateResult_t Torso_RangeAttack( stateParms_t* parms ); virtual stateResult_t Torso_TurretAttack( stateParms_t* parms ); virtual stateResult_t Legs_Idle( stateParms_t* parms ); virtual stateResult_t Legs_Walk( stateParms_t* parms ); virtual stateResult_t state_Begin( stateParms_t* parms ); virtual stateResult_t state_Idle( stateParms_t* parms ); virtual stateResult_t combat_range( stateParms_t* parms ); virtual stateResult_t combat_melee( stateParms_t* parms ); virtual int check_attacks() override; virtual bool do_attack( int attack_flags ) override; };