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

74 lines
2.6 KiB
C++

// AI_monster_demon_trite.h
// Native state-machine replacement for ai_monster_demon_trite.script.
#pragma once
#ifndef TRITE_RUNDISTANCE
#define TRITE_RUNDISTANCE 192
#endif
#ifndef TRITE_WALKTURN
#define TRITE_WALKTURN 65
#endif
#ifndef TRITE_LEAP_RATE
#define TRITE_LEAP_RATE 2
#endif
#ifndef TRITE_DODGE_RATE
#define TRITE_DODGE_RATE 2
#endif
#ifndef TRITE_LEAP_RANGE_MIN
#define TRITE_LEAP_RANGE_MIN 64
#endif
#ifndef TRITE_LEAP_RANGE_MAX
#define TRITE_LEAP_RANGE_MAX 1024
#endif
#ifndef TRITE_LEAP_SPEED
#define TRITE_LEAP_SPEED 650
#endif
#ifndef TRITE_LEAP_MAXHEIGHT
#define TRITE_LEAP_MAXHEIGHT 48
#endif
#ifndef TRITE_EXPLOSION_RADIUS
#define TRITE_EXPLOSION_RADIUS 200
#endif
class rvmMonsterDemonTrite : public rvmMonsterBase {
public:
CLASS_PROTOTYPE( rvmMonsterDemonTrite );
rvmMonsterDemonTrite();
virtual void Init( idAI* aiOwner ) override;
virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override;
protected:
bool explode;
float nextDodge;
float nextLeap;
float painNextTime;
idVec3 jumpVelocity;
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_LeapAttack( stateParms_t* parms );
virtual stateResult_t Torso_Walk( stateParms_t* parms );
virtual stateResult_t Torso_Run( stateParms_t* parms );
virtual stateResult_t Torso_DodgeLeft( stateParms_t* parms );
virtual stateResult_t Torso_DodgeRight( stateParms_t* parms );
virtual stateResult_t state_Begin( stateParms_t* parms );
virtual stateResult_t state_Idle( stateParms_t* parms );
virtual stateResult_t combat_leap( stateParms_t* parms );
virtual stateResult_t combat_melee( stateParms_t* parms );
virtual stateResult_t combat_dodge_left( stateParms_t* parms );
virtual stateResult_t combat_dodge_right( stateParms_t* parms );
virtual stateResult_t path_jump( stateParms_t* parms );
virtual stateResult_t state_LostCombat( stateParms_t* parms );
virtual stateResult_t state_Explode( stateParms_t* parms );
virtual stateResult_t combat_explode( stateParms_t* parms );
virtual stateResult_t state_Killed( stateParms_t* parms );
virtual int check_attacks() override;
virtual bool do_attack( int attack_flags ) override;
};