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DoomRTX/neo/doom3/game/ai/AI_character_sentry.h
T
2026-05-23 14:30:21 -07:00

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4.0 KiB
C++

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