mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-16 16:20:42 +02:00
434 lines
17 KiB
C++
434 lines
17 KiB
C++
// AI_monster_demon_imp.cpp
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// Native state-machine replacement for ai_monster_demon_imp.script.
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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rvmMonsterDemonImp::rvmMonsterDemonImp() {
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nextDodge = 0.0f;
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nextAttack = 0.0f;
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nextNoFOVAttack = 0.0f;
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nextLeap = 0.0f;
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painNextTime = 0.0f;
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jumpVelocity = vec3_zero;
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combat_node = NULL;
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}
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void rvmMonsterDemonImp::Init( idAI* aiOwner ) {
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rvmMonsterBase::Init( aiOwner );
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run_distance = IMP_RUNDISTANCE;
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walk_turn = IMP_WALKTURN;
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SetState( "state_Begin" );
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}
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stateResult_t rvmMonsterDemonImp::RunStateByName( const char* stateName, stateParms_t* parms ) {
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AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
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AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
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AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack );
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AI_DISPATCH_STATE( "Torso_RangeAttack", Torso_RangeAttack );
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AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack );
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AI_DISPATCH_STATE( "Torso_TurretAttackIdle", Torso_TurretAttackIdle );
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AI_DISPATCH_STATE( "Torso_LeapAttack", Torso_LeapAttack );
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AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle );
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AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk );
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AI_DISPATCH_STATE( "Legs_Run", Legs_Run );
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AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft );
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AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight );
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AI_DISPATCH_STATE( "state_Begin", state_Begin );
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AI_DISPATCH_STATE( "state_Idle", state_Idle );
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AI_DISPATCH_STATE( "combat_range", combat_range );
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AI_DISPATCH_STATE( "combat_melee", combat_melee );
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AI_DISPATCH_STATE( "combat_leap", combat_leap );
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AI_DISPATCH_STATE( "path_jump", path_jump );
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AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left );
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AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right );
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return rvmMonsterBase::RunStateByName( stateName, parms );
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}
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stateResult_t rvmMonsterDemonImp::Torso_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; }
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if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::Torso_Pain( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
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painNextTime = DelayTime( 0.25f );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
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if ( AnimDone( ANIMCHANNEL_TORSO, 6 ) ) {
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FinishAction( "pain" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 6 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::Torso_MeleeAttack( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
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FinishAction( "melee_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::Torso_RangeAttack( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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PreventPain( 1.0f );
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FaceEnemy();
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PlayAnim( ANIMCHANNEL_TORSO, range_attack_anim.c_str() );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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LookAtEnemy( 1.0f );
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if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
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AllowMovement( true );
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FinishAction( "range_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::Torso_TurretAttack( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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AllowMovement( false );
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PreventPain( 1.0f );
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FaceEnemy();
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PlayAnim( ANIMCHANNEL_TORSO, "turret_attack" );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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FaceEnemy();
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if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
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AllowMovement( true );
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FinishAction( "turret_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::Torso_TurretAttackIdle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { FaceEnemy(); IdleAnim( ANIMCHANNEL_TORSO, "turret_idle" ); parms->stage = 1; }
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FaceEnemy();
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::Torso_LeapAttack( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_START_WAIT, STAGE_LOOP, STAGE_END_WAIT };
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switch ( parms->stage ) {
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case STAGE_START:
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OverrideAnim( ANIMCHANNEL_LEGS );
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PreventPain( 1.0f );
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PlayAnim( ANIMCHANNEL_TORSO, "jump_start" );
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parms->stage = STAGE_START_WAIT;
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return SRESULT_WAIT;
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case STAGE_START_WAIT:
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if ( !AnimDone( ANIMCHANNEL_TORSO, 2 ) ) { return SRESULT_WAIT; }
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AttackBegin( "melee_impLeapAttack" );
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SetLinearVelocity( jumpVelocity );
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PlayCycle( ANIMCHANNEL_TORSO, "jump_loop" );
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parms->stage = STAGE_LOOP;
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return SRESULT_WAIT;
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case STAGE_LOOP:
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if ( owner && !owner->AI_ONGROUND ) { return SRESULT_WAIT; }
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AttackEnd();
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PlayAnim( ANIMCHANNEL_TORSO, "jump_end" );
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parms->stage = STAGE_END_WAIT;
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return SRESULT_WAIT;
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case STAGE_END_WAIT:
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if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
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FinishAction( "leap_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::Legs_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; }
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if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); return SRESULT_DONE; }
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if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::Legs_Walk( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
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if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); return SRESULT_DONE; }
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::Legs_Run( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; }
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if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; }
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::Legs_DodgeLeft( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; }
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if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::Legs_DodgeRight( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; }
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if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonImp::state_Begin( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_MONSTER_BEGIN };
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switch ( parms->stage ) {
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case STAGE_START:
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
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SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
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StartAction( "monster_begin" );
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parms->stage = STAGE_MONSTER_BEGIN;
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return SRESULT_WAIT;
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case STAGE_MONSTER_BEGIN:
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if ( InAction() ) { return SRESULT_WAIT; }
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SetMoveType( MOVETYPE_ANIM );
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SetState( "state_Idle" );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::state_Idle( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_WAIT_FOR_ENEMY };
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switch ( parms->stage ) {
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case STAGE_START:
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StartAction( "wait_for_enemy" );
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parms->stage = STAGE_WAIT_FOR_ENEMY;
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return SRESULT_WAIT;
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case STAGE_WAIT_FOR_ENEMY:
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if ( InAction() ) { return SRESULT_WAIT; }
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nextAttack = 0.0f;
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nextNoFOVAttack = 0.0f;
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nextDodge = RandomTime( IMP_DODGE_RATE );
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nextLeap = RandomTime( IMP_LEAP_RATE );
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SetState( "state_Combat" );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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int rvmMonsterDemonImp::check_attacks() {
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int flags = 0;
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const bool canMelee = CheckForMelee();
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const float currentTime = Time();
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if ( !canMelee && Pain() && currentTime >= nextDodge ) {
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if ( TestAnimMove( "evade_left" ) ) { flags |= ATTACK_DODGE_LEFT; }
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if ( TestAnimMove( "evade_right" ) ) {
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flags |= ATTACK_DODGE_RIGHT;
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if ( flags & ATTACK_DODGE_LEFT ) {
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if ( RandomFloat( 100.0f ) < 50.0f ) { flags &= ~ATTACK_DODGE_RIGHT; } else { flags &= ~ATTACK_DODGE_LEFT; }
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}
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}
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}
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if ( !canMelee ) {
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combat_node = GetCombatNode();
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if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; }
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}
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if ( canMelee ) { flags |= ATTACK_MELEE; }
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if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) {
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const float range = EnemyRange();
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if ( range >= IMP_LEAP_RANGE_MIN && range < IMP_LEAP_RANGE_MAX && currentTime >= nextLeap && CanHitEnemy() ) {
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const float t = AnimLength( ANIMCHANNEL_TORSO, "jump_start" );
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const idVec3 jumpTarget = PredictEnemyPos( t );
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jumpVelocity = GetJumpVelocity( jumpTarget, IMP_LEAP_SPEED, IMP_LEAP_MAXHEIGHT );
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if ( jumpVelocity.LengthSqr() > 0.001f ) { flags |= ATTACK_LEAP; } else { nextLeap = DelayTime( 2.0f ); }
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}
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if ( !CanReachEnemy() || currentTime >= nextAttack ) {
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range_attack_anim = ChooseAnim( ANIMCHANNEL_LEGS, "turret_attack" );
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if ( CanHitEnemyFromAnim( range_attack_anim.c_str() ) ) { flags |= ATTACK_MISSILE; }
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const char* movingAnim = ChooseAnim( ANIMCHANNEL_LEGS, "range_attack" );
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if ( TestAnimMoveTowardEnemy( movingAnim ) && CanHitEnemyFromAnim( movingAnim ) ) {
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range_attack_anim = movingAnim;
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flags |= ATTACK_MISSILE;
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}
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}
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}
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return static_cast<float>( flags );
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}
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bool rvmMonsterDemonImp::do_attack( int attack_flags ) {
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nextNoFOVAttack = Time() + IMP_NOFOVTIME;
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const int flags = attack_flags;
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if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; }
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if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; }
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if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; }
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if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; }
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if ( flags & ATTACK_LEAP ) { StartAction( "combat_leap" ); return true; }
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if ( flags & ATTACK_MISSILE ) { StartAction( "combat_range" ); return true; }
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return false;
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}
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stateResult_t rvmMonsterDemonImp::combat_range( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_ACTION };
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switch ( parms->stage ) {
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case STAGE_START:
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FaceEnemy();
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waitActionName = "range_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 );
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parms->stage = STAGE_ACTION;
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return SRESULT_WAIT;
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case STAGE_ACTION:
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if ( !ActionDone( "range_attack" ) ) { return SRESULT_WAIT; }
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nextAttack = DelayTime( IMP_ATTACK_RATE );
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nextNoFOVAttack = Time() + IMP_NOFOVTIME;
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::combat_melee( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_ACTION };
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switch ( parms->stage ) {
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case STAGE_START:
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LookAtEnemy( 100.0f );
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FaceEnemy();
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waitActionName = "melee_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 );
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parms->stage = STAGE_ACTION;
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return SRESULT_WAIT;
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case STAGE_ACTION:
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if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; }
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LookAtEnemy( 1.0f );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::combat_leap( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_ACTION };
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switch ( parms->stage ) {
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case STAGE_START:
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StopMove();
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TurnToPos( GetOrigin() + jumpVelocity );
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waitActionName = "leap_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_LeapAttack", 4 );
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parms->stage = STAGE_ACTION;
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return SRESULT_WAIT;
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case STAGE_ACTION:
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if ( !ActionDone( "leap_attack" ) ) { return SRESULT_WAIT; }
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nextLeap = DelayTime( IMP_LEAP_RATE );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::path_jump( stateParms_t* parms ) {
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enum { STAGE_PATH_CORNER, STAGE_SETUP, STAGE_TURN, STAGE_LEAP, STAGE_DONE };
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idEntity* path = current_path.GetEntity();
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switch ( parms->stage ) {
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case STAGE_PATH_CORNER:
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StartAction( "path_corner" );
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parms->stage = STAGE_SETUP;
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return SRESULT_WAIT;
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case STAGE_SETUP: {
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if ( InAction() ) { return SRESULT_WAIT; }
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if ( checkForEnemy( true ) ) { return SRESULT_DONE; }
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idEntity* target = RandomPathFrom( path );
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if ( !target ) { return SRESULT_DONE; }
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scratchEntity = target;
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const idVec3 jumpTarget = target->GetPhysics()->GetOrigin();
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if ( path && path->spawnArgs.GetString( "up", "" )[0] ) {
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float forward = path->spawnArgs.GetFloat( "forward", "0" );
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idVec3 dir = jumpTarget - GetOrigin();
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dir.z = 0.0f;
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dir.Normalize();
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jumpVelocity = dir * forward;
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jumpVelocity.z = path->spawnArgs.GetFloat( "up", "0" );
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} else {
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jumpVelocity = GetJumpVelocity( jumpTarget, IMP_LEAP_SPEED, 1024.0f );
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}
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StopMove();
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TurnToPos( jumpTarget );
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parms->stage = STAGE_TURN;
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return SRESULT_WAIT;
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}
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case STAGE_TURN:
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if ( checkForEnemy( true ) ) { return SRESULT_DONE; }
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if ( !FacingIdeal() ) { return SRESULT_WAIT; }
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waitActionName = "leap_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_LeapAttack", 4 );
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parms->stage = STAGE_LEAP;
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return SRESULT_WAIT;
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case STAGE_LEAP:
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if ( !ActionDone( "leap_attack" ) ) { return SRESULT_WAIT; }
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StopMove();
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterDemonImp::combat_dodge_left( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_ACTION };
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switch ( parms->stage ) {
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case STAGE_START:
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FaceEnemy();
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StopMove();
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waitActionName = "strafe";
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SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", 2 );
|
|
parms->stage = STAGE_ACTION;
|
|
return SRESULT_WAIT;
|
|
case STAGE_ACTION:
|
|
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
|
|
nextDodge = DelayTime( IMP_DODGE_RATE );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterDemonImp::combat_dodge_right( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_ACTION };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
FaceEnemy();
|
|
StopMove();
|
|
waitActionName = "strafe";
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", 2 );
|
|
parms->stage = STAGE_ACTION;
|
|
return SRESULT_WAIT;
|
|
case STAGE_ACTION:
|
|
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
|
|
nextDodge = DelayTime( IMP_DODGE_RATE );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|