mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-16 08:10:32 +02:00
331 lines
14 KiB
C++
331 lines
14 KiB
C++
// AI_monster_demon_wraith.cpp
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// Native state-machine replacement for ai_monster_demon_wraith.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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rvmMonsterDemonWraith::rvmMonsterDemonWraith() {
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invisible = false;
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nextDodge = 0.0f;
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nextInvisible = 0.0f;
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painNextTime = 0.0f;
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combat_node = NULL;
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spawn_effect = NULL;
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}
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void rvmMonsterDemonWraith::Init( idAI* aiOwner ) {
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rvmMonsterBase::Init( aiOwner );
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run_distance = WRAITH_RUNDISTANCE;
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walk_turn = WRAITH_WALKTURN;
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SetState( "state_Begin" );
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}
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stateResult_t rvmMonsterDemonWraith::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( "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( "state_LostCombat", state_LostCombat );
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AI_DISPATCH_STATE( "combat_melee", combat_melee );
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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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AI_DISPATCH_STATE( "combat_become_visible", combat_become_visible );
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AI_DISPATCH_STATE( "combat_become_invisible", combat_become_invisible );
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AI_DISPATCH_STATE( "spawn_fx", spawn_fx );
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return rvmMonsterBase::RunStateByName( stateName, parms );
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}
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stateResult_t rvmMonsterDemonWraith::Torso_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; }
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if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", WRAITH_IDLE_TO_PAIN ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonWraith::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( WRAITH_PAIN_DELAY );
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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", WRAITH_PAIN_TO_PAIN ); return SRESULT_DONE; }
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if ( AnimDone( ANIMCHANNEL_TORSO, WRAITH_PAIN_TO_IDLE ) ) {
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FinishAction( "pain" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", WRAITH_PAIN_TO_IDLE );
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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 rvmMonsterDemonWraith::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, WRAITH_MELEE_TO_IDLE ) ) {
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FinishAction( "melee_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", WRAITH_MELEE_TO_IDLE );
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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 rvmMonsterDemonWraith::Legs_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = 1; }
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if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", WRAITH_IDLE_TO_RUN ); return SRESULT_DONE; }
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if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", WRAITH_IDLE_TO_WALK ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonWraith::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", WRAITH_IDLE_TO_RUN ); return SRESULT_DONE; }
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_RUN_TO_IDLE ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonWraith::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", WRAITH_IDLE_TO_WALK ); return SRESULT_DONE; }
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_RUN_TO_IDLE ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonWraith::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, WRAITH_DODGE_LEFT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_DODGE_LEFT_TO_IDLE ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonWraith::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, WRAITH_DODGE_RIGHT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_DODGE_RIGHT_TO_IDLE ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterDemonWraith::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 rvmMonsterDemonWraith::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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nextDodge = RandomTime( WRAITH_DODGE_RATE );
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nextInvisible = 0.0f;
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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 rvmMonsterDemonWraith::check_attacks() {
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int flags = 0;
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const float range = EnemyRange();
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const float currentTime = Time();
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if ( invisible ) {
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if ( ( range < WRAITH_INVISIBLE_DIST_MIN || currentTime >= nextInvisible ) && CanBecomeSolid() ) { flags |= ATTACK_BECOME_VISIBLE; }
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return static_cast<float>( flags );
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}
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const bool canMelee = CheckForMelee();
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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 ( owner && owner->AI_ONGROUND && range > WRAITH_INVISIBLE_DIST_MAX && currentTime >= nextInvisible ) { flags |= ATTACK_BECOME_INVISIBLE; }
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return static_cast<float>( flags );
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}
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bool rvmMonsterDemonWraith::do_attack( int attack_flags ) {
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const int flags = attack_flags;
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if ( flags & ATTACK_BECOME_VISIBLE ) { StartAction( "combat_become_visible" ); return true; }
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if ( flags & ATTACK_BECOME_INVISIBLE ) { StartAction( "combat_become_invisible" ); return true; }
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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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return false;
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}
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stateResult_t rvmMonsterDemonWraith::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", WRAITH_WALK_TO_MELEE );
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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 rvmMonsterDemonWraith::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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StopMove();
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FaceEnemy();
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waitActionName = "strafe";
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SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", WRAITH_WALK_TO_DODGE_LEFT );
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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( "strafe" ) ) { return SRESULT_WAIT; }
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nextDodge = DelayTime( WRAITH_DODGE_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 rvmMonsterDemonWraith::combat_dodge_right( 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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FaceEnemy();
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waitActionName = "strafe";
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SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", WRAITH_WALK_TO_DODGE_RIGHT );
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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( "strafe" ) ) { return SRESULT_WAIT; }
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nextDodge = DelayTime( WRAITH_DODGE_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 rvmMonsterDemonWraith::spawn_fx( stateParms_t* parms ) {
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// Project-specific effect spawning is intentionally isolated here.
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// Bind your wraith_spawneffect entity to spawn_effect if desired.
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return SRESULT_DONE;
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}
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stateResult_t rvmMonsterDemonWraith::combat_become_visible( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_SOLID, STAGE_FADE, STAGE_DONE };
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switch ( parms->stage ) {
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case STAGE_START:
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StopMove();
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if ( !invisible ) { nextInvisible = RandomDelay( WRAITH_INVISIBLE_DELAY_MIN, WRAITH_INVISIBLE_DELAY_MAX ); return SRESULT_DONE; }
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AllowMovement( false );
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parms->stage = STAGE_SOLID;
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return SRESULT_WAIT;
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case STAGE_SOLID:
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if ( !CanBecomeSolid() ) { return SRESULT_WAIT; }
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BecomeSolid();
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if ( owner ) { owner->AllowHiddenMovement( 0 ); }
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AllowMovement( true );
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SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
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StartSoundKey( "snd_fade_in", SND_CHANNEL_VOICE2, false );
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ShowOwner();
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scratchEndTime = DelayTime( 0.75f );
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parms->stage = STAGE_FADE;
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return SRESULT_WAIT;
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case STAGE_FADE:
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if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
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ClearBurn();
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invisible = false;
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nextInvisible = RandomDelay( WRAITH_INVISIBLE_DELAY_MIN, WRAITH_INVISIBLE_DELAY_MAX );
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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 rvmMonsterDemonWraith::combat_become_invisible( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_FADEOUT, STAGE_HIDE };
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switch ( parms->stage ) {
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case STAGE_START:
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StopMove();
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if ( invisible ) { return SRESULT_DONE; }
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invisible = true;
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StartSoundKey( "snd_fade_out", SND_CHANNEL_VOICE2, false );
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scratchEndTime = DelayTime( 0.817f );
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parms->stage = STAGE_FADEOUT;
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return SRESULT_WAIT;
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case STAGE_FADEOUT:
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if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
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PreBurn();
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HideOwner();
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if ( owner ) { owner->AllowHiddenMovement( 1 ); }
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nextInvisible = RandomDelay( WRAITH_VISIBLE_DELAY_MIN, WRAITH_VISIBLE_DELAY_MAX );
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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 rvmMonsterDemonWraith::state_LostCombat( stateParms_t* parms ) {
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enum { STAGE_INVISIBLE, STAGE_ROUTE, STAGE_VISIBLE };
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switch ( parms->stage ) {
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case STAGE_INVISIBLE:
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StartAction( "combat_become_invisible" );
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parms->stage = STAGE_ROUTE;
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return SRESULT_WAIT;
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case STAGE_ROUTE:
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if ( InAction() || Time() < nextInvisible ) { return SRESULT_WAIT; }
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StopMove();
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if ( !CanReachEnemy() ) { return SRESULT_WAIT; }
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scratchEndTime = DelayTime( 2.0f );
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parms->stage = STAGE_VISIBLE;
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return SRESULT_WAIT;
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case STAGE_VISIBLE:
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if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
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StartAction( "combat_become_visible" );
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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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