mirror of
https://github.com/jmarshall23/DoomRTX.git
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129 lines
3.9 KiB
C++
129 lines
3.9 KiB
C++
// AI_monster_demon_wraith.h
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// Native state-machine replacement for ai_monster_demon_wraith.script.
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#pragma once
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#ifndef WRAITH_ATTACK_RATE
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#define WRAITH_ATTACK_RATE 1.5f
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#endif
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#ifndef WRAITH_DODGE_RATE
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#define WRAITH_DODGE_RATE 5
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#endif
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#ifndef WRAITH_PAIN_DELAY
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#define WRAITH_PAIN_DELAY 0.25f
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#endif
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#ifndef WRAITH_RUNDISTANCE
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#define WRAITH_RUNDISTANCE 192
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#endif
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#ifndef WRAITH_WALKTURN
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#define WRAITH_WALKTURN 65
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#endif
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#ifndef WRAITH_INVISIBLE_DIST_MIN
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#define WRAITH_INVISIBLE_DIST_MIN 140
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#endif
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#ifndef WRAITH_INVISIBLE_DIST_MAX
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#define WRAITH_INVISIBLE_DIST_MAX 256
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#endif
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#ifndef WRAITH_INVISIBLE_DELAY_MIN
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#define WRAITH_INVISIBLE_DELAY_MIN 0.6f
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#endif
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#ifndef WRAITH_INVISIBLE_DELAY_MAX
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#define WRAITH_INVISIBLE_DELAY_MAX 1.5f
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#endif
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#ifndef WRAITH_VISIBLE_DELAY_MIN
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#define WRAITH_VISIBLE_DELAY_MIN 1.3f
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#endif
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#ifndef WRAITH_VISIBLE_DELAY_MAX
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#define WRAITH_VISIBLE_DELAY_MAX 2.2f
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#endif
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#ifndef WRAITH_PAIN_TO_IDLE
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#define WRAITH_PAIN_TO_IDLE 2
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#endif
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#ifndef WRAITH_PAIN_TO_PAIN
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#define WRAITH_PAIN_TO_PAIN 0
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#endif
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#ifndef WRAITH_MELEE_TO_IDLE
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#define WRAITH_MELEE_TO_IDLE 4
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#endif
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#ifndef WRAITH_DODGE_LEFT_TO_IDLE
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#define WRAITH_DODGE_LEFT_TO_IDLE 4
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#endif
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#ifndef WRAITH_DODGE_RIGHT_TO_IDLE
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#define WRAITH_DODGE_RIGHT_TO_IDLE 4
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#endif
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#ifndef WRAITH_IDLE_TO_PAIN
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#define WRAITH_IDLE_TO_PAIN 0
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#endif
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#ifndef WRAITH_IDLE_TO_WALK
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#define WRAITH_IDLE_TO_WALK 4
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#endif
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#ifndef WRAITH_WALK_TO_IDLE
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#define WRAITH_WALK_TO_IDLE 4
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#endif
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#ifndef WRAITH_IDLE_TO_RUN
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#define WRAITH_IDLE_TO_RUN 4
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#endif
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#ifndef WRAITH_WALK_TO_RUN
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#define WRAITH_WALK_TO_RUN 4
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#endif
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#ifndef WRAITH_RUN_TO_WALK
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#define WRAITH_RUN_TO_WALK 4
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#endif
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#ifndef WRAITH_RUN_TO_IDLE
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#define WRAITH_RUN_TO_IDLE 4
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#endif
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#ifndef WRAITH_WALK_TO_MELEE
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#define WRAITH_WALK_TO_MELEE 4
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#endif
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#ifndef WRAITH_WALK_TO_DODGE_LEFT
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#define WRAITH_WALK_TO_DODGE_LEFT 4
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#endif
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#ifndef WRAITH_WALK_TO_DODGE_RIGHT
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#define WRAITH_WALK_TO_DODGE_RIGHT 4
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#endif
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#ifndef ATTACK_BECOME_INVISIBLE
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#define ATTACK_BECOME_INVISIBLE ATTACK_SPECIAL1
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#endif
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#ifndef ATTACK_BECOME_VISIBLE
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#define ATTACK_BECOME_VISIBLE ATTACK_SPECIAL2
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#endif
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class rvmMonsterDemonWraith : public rvmMonsterBase {
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public:
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CLASS_PROTOTYPE( rvmMonsterDemonWraith );
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rvmMonsterDemonWraith();
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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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bool invisible;
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float nextDodge;
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float nextInvisible;
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float painNextTime;
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idEntityPtr<idEntity> combat_node;
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idEntityPtr<idEntity> spawn_effect;
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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 Legs_Idle( stateParms_t* parms );
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virtual stateResult_t Legs_Walk( stateParms_t* parms );
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virtual stateResult_t Legs_Run( stateParms_t* parms );
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virtual stateResult_t Legs_DodgeLeft( stateParms_t* parms );
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virtual stateResult_t Legs_DodgeRight( 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 state_LostCombat( stateParms_t* parms );
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virtual stateResult_t combat_melee( stateParms_t* parms );
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virtual stateResult_t combat_dodge_left( stateParms_t* parms );
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virtual stateResult_t combat_dodge_right( stateParms_t* parms );
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virtual stateResult_t combat_become_visible( stateParms_t* parms );
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virtual stateResult_t combat_become_invisible( stateParms_t* parms );
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virtual stateResult_t spawn_fx( 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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