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

62 lines
2.1 KiB
C++

// AI_monster_demon_hellknight.h
// Native state-machine replacement for ai_monster_demon_hellknight.script.
#pragma once
#ifndef HELLKNIGHT_ATTACK_RATE
#define HELLKNIGHT_ATTACK_RATE 3
#endif
#ifndef HELLKNIGHT_PAIN_DELAY
#define HELLKNIGHT_PAIN_DELAY 0.25f
#endif
#ifndef HELLKNIGHT_NOFOVTIME
#define HELLKNIGHT_NOFOVTIME 6
#endif
#ifndef HELLKNIGHT_PAIN_TO_IDLE
#define HELLKNIGHT_PAIN_TO_IDLE 2
#endif
#ifndef HELLKNIGHT_PAIN_TO_PAIN
#define HELLKNIGHT_PAIN_TO_PAIN 0
#endif
#ifndef HELLKNIGHT_MELEE_TO_IDLE
#define HELLKNIGHT_MELEE_TO_IDLE 4
#endif
#ifndef HELLKNIGHT_RANGE_TO_IDLE
#define HELLKNIGHT_RANGE_TO_IDLE 4
#endif
class rvmMonsterDemonHellknight : public rvmMonsterBase {
public:
CLASS_PROTOTYPE( rvmMonsterDemonHellknight );
rvmMonsterDemonHellknight();
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<idEntity> 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 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;
};