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https://github.com/jmarshall23/DoomRTX.git
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62 lines
2.1 KiB
C++
62 lines
2.1 KiB
C++
// AI_monster_demon_hellknight.h
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// Native state-machine replacement for ai_monster_demon_hellknight.script.
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#pragma once
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#ifndef HELLKNIGHT_ATTACK_RATE
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#define HELLKNIGHT_ATTACK_RATE 3
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#endif
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#ifndef HELLKNIGHT_PAIN_DELAY
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#define HELLKNIGHT_PAIN_DELAY 0.25f
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#endif
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#ifndef HELLKNIGHT_NOFOVTIME
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#define HELLKNIGHT_NOFOVTIME 6
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#endif
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#ifndef HELLKNIGHT_PAIN_TO_IDLE
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#define HELLKNIGHT_PAIN_TO_IDLE 2
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#endif
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#ifndef HELLKNIGHT_PAIN_TO_PAIN
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#define HELLKNIGHT_PAIN_TO_PAIN 0
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#endif
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#ifndef HELLKNIGHT_MELEE_TO_IDLE
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#define HELLKNIGHT_MELEE_TO_IDLE 4
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#endif
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#ifndef HELLKNIGHT_RANGE_TO_IDLE
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#define HELLKNIGHT_RANGE_TO_IDLE 4
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#endif
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class rvmMonsterDemonHellknight : public rvmMonsterBase {
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public:
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CLASS_PROTOTYPE( rvmMonsterDemonHellknight );
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rvmMonsterDemonHellknight();
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virtual void Init( idAI* aiOwner ) 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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float nextDodge;
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float nextAttack;
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float nextNoFOVAttack;
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float nextLeap;
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float painNextTime;
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idVec3 jumpVelocity;
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idStr range_attack_anim;
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idEntityPtr<idEntity> combat_node;
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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_MeleeAttack( stateParms_t* parms );
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virtual stateResult_t Torso_RangeAttack( stateParms_t* parms );
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virtual stateResult_t Torso_TurretAttack( 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 state_Begin( stateParms_t* parms );
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virtual stateResult_t state_Idle( stateParms_t* parms );
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virtual stateResult_t combat_range( stateParms_t* parms );
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virtual stateResult_t combat_melee( stateParms_t* parms );
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virtual int check_attacks() override;
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virtual bool do_attack( int attack_flags ) override;
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};
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