// AI_monster_demon_revenant.h // Native state-machine replacement for ai_monster_demon_revenant.script. #pragma once #ifndef REV_WALKTURN #define REV_WALKTURN 65 #endif #ifndef REV_ATTACK_RATE #define REV_ATTACK_RATE 1.2f #endif #ifndef REV_DODGE_RATE #define REV_DODGE_RATE 8 #endif #ifndef REV_NOFOVTIME #define REV_NOFOVTIME 4 #endif class rvmMonsterDemonRevenant : public rvmMonsterBase { public: CLASS_PROTOTYPE( rvmMonsterDemonRevenant ); rvmMonsterDemonRevenant(); 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 Legs_DodgeLeft( stateParms_t* parms ); virtual stateResult_t Legs_DodgeRight( 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 stateResult_t combat_dodge_left( stateParms_t* parms ); virtual stateResult_t combat_dodge_right( stateParms_t* parms ); virtual int check_attacks() override; virtual bool do_attack( int attack_flags ) override; };