// AI_monster_flying_cacodemon.h // Native state-machine replacement for ai_monster_flying_cacodemon.script. #pragma once #ifndef CACO_ATTACK_RATE #define CACO_ATTACK_RATE 3 #endif #ifndef CACO_NOFOVTIME #define CACO_NOFOVTIME 4 #endif class rvmMonsterFlyingCacodemon : public rvmMonsterBase { public: CLASS_PROTOTYPE( rvmMonsterFlyingCacodemon ); rvmMonsterFlyingCacodemon(); virtual void Init( idAI* aiOwner ) override; virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override; protected: float nextAttack; float nextNoFOVAttack; float painNextTime; idEntityPtr combat_node; virtual stateResult_t Torso_Idle( stateParms_t* parms ); virtual stateResult_t Torso_Fly( 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 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; };