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https://github.com/jmarshall23/DoomRTX.git
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89 lines
4.0 KiB
C++
89 lines
4.0 KiB
C++
// AI_character_sentry.h
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// Native state-machine replacement for ai_character_sentry.script.
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#pragma once
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class rvmCharSentry : public rvmCharacter {
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public:
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CLASS_PROTOTYPE( rvmCharSentry );
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rvmCharSentry();
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virtual void Init( idAI* aiOwner ) override;
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virtual void Destroy() override;
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virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override;
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protected:
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enum {
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RETREATING = -1,
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NOT_MOVING = 0,
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APPROACHING = 1,
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PLAYER_LOST = 0,
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PLAYER_BEHIND_ME = 1,
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PLAYER_OK = 2,
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PLAYER_AHEAD_OF_ME = 3
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};
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bool lead_player;
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bool hanging;
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bool awake;
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bool fire;
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float playerMoveState;
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idEntityPtr<idEntity> light;
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bool light_on;
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float nextPositionSearch;
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idEntityPtr<idEntity> ignore_enemy;
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float ignore_enemy_time;
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idVec3 lastValidPlayerPosition;
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bool playerPositionThread;
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float nextLookTime;
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float leadTimeout;
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int shotsFired;
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float nextFireTime;
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virtual stateResult_t Torso_Death( stateParms_t* parms );
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virtual stateResult_t Torso_Idle( stateParms_t* parms );
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virtual stateResult_t Torso_Pain( stateParms_t* parms );
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virtual stateResult_t Torso_RangeAttack( stateParms_t* parms );
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virtual stateResult_t Legs_Death( stateParms_t* parms );
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virtual stateResult_t Legs_Idle( stateParms_t* parms );
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virtual stateResult_t Legs_Walk( stateParms_t* parms );
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virtual stateResult_t Legs_Fold( stateParms_t* parms );
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virtual stateResult_t Legs_Folded( stateParms_t* parms );
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virtual stateResult_t Legs_Unfold( stateParms_t* parms );
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virtual stateResult_t Legs_Hanging( stateParms_t* parms );
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virtual stateResult_t Legs_TurnLeft( stateParms_t* parms );
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virtual stateResult_t Legs_TurnRight( stateParms_t* parms );
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virtual stateResult_t state_Begin( stateParms_t* parms );
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virtual stateResult_t updatePlayerPositionThread( stateParms_t* parms );
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virtual stateResult_t path_sentry_light_on( stateParms_t* parms );
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virtual stateResult_t path_sentry_light_off( stateParms_t* parms );
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virtual stateResult_t path_sentry_shutdown( stateParms_t* parms );
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virtual stateResult_t path_sentry_unlock_door( stateParms_t* parms );
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virtual stateResult_t path_corner( stateParms_t* parms );
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virtual stateResult_t path_sentry_lead_player( stateParms_t* parms );
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virtual stateResult_t path_sentry_ignore_player( stateParms_t* parms );
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virtual stateResult_t state_Killed( stateParms_t* parms );
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virtual stateResult_t state_WaitForTrigger( stateParms_t* parms );
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virtual stateResult_t state_Idle( stateParms_t* parms );
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virtual stateResult_t state_FollowPath( stateParms_t* parms );
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virtual stateResult_t state_Wait( stateParms_t* parms );
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virtual stateResult_t state_GetCloser( stateParms_t* parms );
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virtual stateResult_t state_CantReachPlayer( stateParms_t* parms );
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virtual stateResult_t state_Lead( stateParms_t* parms );
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virtual stateResult_t state_FindPlayer( stateParms_t* parms );
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virtual stateResult_t state_Combat( stateParms_t* parms );
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virtual stateResult_t combat_chase( stateParms_t* parms );
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virtual stateResult_t combat_range( stateParms_t* parms );
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virtual void spawn_flashlight( );
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virtual void flashlight_off( );
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virtual void flashlight_on( );
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virtual void ignore( idEntity* ignore_ent );
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virtual bool checkForEnemy( float use_fov );
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virtual float checkDestinationDistance( );
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virtual bool find_attack_position( );
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virtual void do_attack( int attack_flags );
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virtual int check_attacks( );
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};
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