mirror of
https://github.com/jmarshall23/DoomRTX.git
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241 lines
9.2 KiB
C++
241 lines
9.2 KiB
C++
// AI_monster_flying_lostsoul.cpp
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// Native state-machine replacement for ai_monster_flying_lostsoul.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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rvmMonsterFlyingLostsoul::rvmMonsterFlyingLostsoul() {
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nextAttack = 0.0f;
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nextNoFOVAttack = 0.0f;
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noMeleeTime = 0.0f;
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fly_offset = 0.0f;
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painNextTime = 0.0f;
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chargeVelocity = vec3_zero;
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}
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void rvmMonsterFlyingLostsoul::Init( idAI* aiOwner ) {
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rvmMonsterBase::Init( aiOwner );
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fly_offset = GetFloatKey( "fly_offset", "0" );
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SetState( "state_Begin" );
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}
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stateResult_t rvmMonsterFlyingLostsoul::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_Fly", Torso_Fly );
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AI_DISPATCH_STATE( "Torso_Charge", Torso_Charge );
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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( "state_Begin", state_Begin );
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AI_DISPATCH_STATE( "state_Idle", state_Idle );
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AI_DISPATCH_STATE( "combat_charge", combat_charge );
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AI_DISPATCH_STATE( "combat_melee", combat_melee );
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AI_DISPATCH_STATE( "combat_retreat", combat_retreat );
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return rvmMonsterBase::RunStateByName( stateName, parms );
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}
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stateResult_t rvmMonsterFlyingLostsoul::Torso_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; }
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if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
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if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterFlyingLostsoul::Torso_Fly( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "fly" ); parms->stage = 1; }
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if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterFlyingLostsoul::Torso_Charge( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_CHARGE };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayCycle( ANIMCHANNEL_TORSO, "charge" );
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AttackBegin( "melee_lostsoul_charge" );
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scratchEndTime = DelayTime( ( EnemyRange() + 256.0f ) / LOSTSOUL_CHARGE_SPEED );
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parms->stage = STAGE_CHARGE;
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return SRESULT_WAIT;
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case STAGE_CHARGE:
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if ( InfluenceActive() || Pain() || Time() >= scratchEndTime ) {
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AttackEnd();
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FinishAction( "charge_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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return SRESULT_DONE;
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}
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if ( CheckForMelee() ) { AttackMelee( "melee_lostsoul_charge" ); }
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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 rvmMonsterFlyingLostsoul::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( 0.25f );
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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", 0 ); return SRESULT_DONE; }
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if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
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FinishAction( "pain" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
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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 rvmMonsterFlyingLostsoul::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, 4 ) ) {
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FinishAction( "melee_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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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 rvmMonsterFlyingLostsoul::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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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_FLY );
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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 rvmMonsterFlyingLostsoul::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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nextAttack = 0.0f;
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nextNoFOVAttack = 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 rvmMonsterFlyingLostsoul::check_attacks() {
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int flags = 0;
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const float currentTime = Time();
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if ( currentTime >= noMeleeTime && CheckForMelee() ) { flags |= ATTACK_MELEE; }
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if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) {
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const float range = EnemyRange();
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if ( range < 40.0f ) { flags |= ATTACK_LOSTSOUL_RETREAT; }
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if ( range >= LOSTSOUL_CHARGE_RANGE_MIN && range < LOSTSOUL_CHARGE_RANGE_MAX && ( !CanReachEnemy() || currentTime >= nextAttack ) && owner && owner->TestChargeAttack() > 0.0f ) {
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flags |= ATTACK_LOSTSOUL_CHARGE;
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}
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}
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return static_cast<float>( flags );
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}
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bool rvmMonsterFlyingLostsoul::do_attack( int attack_flags ) {
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nextNoFOVAttack = Time() + LOSTSOUL_NOFOVTIME;
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const int flags = attack_flags;
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if ( flags & ATTACK_LOSTSOUL_RETREAT ) { StartAction( "combat_retreat" ); return true; }
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if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; }
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if ( flags & ATTACK_LOSTSOUL_CHARGE ) { StartAction( "combat_charge" ); return true; }
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return false;
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}
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stateResult_t rvmMonsterFlyingLostsoul::combat_charge( stateParms_t* parms ) {
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enum { STAGE_RISE, STAGE_FACE, STAGE_CHARGE, STAGE_FINISH };
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switch ( parms->stage ) {
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case STAGE_RISE:
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SetFlyOffset( idMath::Ftoi( fly_offset + 200.0f ) );
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scratchEndTime = DelayTime( 0.5f );
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parms->stage = STAGE_FACE;
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return SRESULT_WAIT;
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case STAGE_FACE: {
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if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
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FaceEnemy();
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idVec3 forward = GetEnemyPos() - GetOrigin();
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forward.z = 0.0f;
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forward.Normalize();
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chargeVelocity = forward * LOSTSOUL_CHARGE_SPEED;
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SetFlyOffset( idMath::Ftoi( fly_offset ) );
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SetFlySpeed( LOSTSOUL_CHARGE_SPEED );
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waitActionName = "charge_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Charge", 4 );
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parms->stage = STAGE_CHARGE;
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return SRESULT_WAIT;
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}
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case STAGE_CHARGE: {
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if ( !ActionDone( "charge_attack" ) ) {
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idVec3 vel = chargeVelocity;
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const idVec3 org = GetOrigin();
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const idVec3 pos = GetEnemyPos();
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vel.z = -( org.z - pos.z + 16.0f ) * 3.0f;
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SetLinearVelocity( vel );
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return SRESULT_WAIT;
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}
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SetFlySpeed( LOSTSOUL_NORMAL_SPEED );
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nextAttack = DelayTime( LOSTSOUL_ATTACK_RATE );
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nextNoFOVAttack = Time() + LOSTSOUL_NOFOVTIME;
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noMeleeTime = Time() + 1.0f;
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return SRESULT_DONE;
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}
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterFlyingLostsoul::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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FaceEnemy();
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waitActionName = "melee_attack";
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 4 );
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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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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterFlyingLostsoul::combat_retreat( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_MOVE };
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switch ( parms->stage ) {
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case STAGE_START:
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MoveOutOfRange( GetEnemy(), EnemyRange() + 256.0f );
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scratchEndTime = DelayTime( 1.0f );
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parms->stage = STAGE_MOVE;
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return SRESULT_WAIT;
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case STAGE_MOVE:
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if ( MoveDone() || Time() >= scratchEndTime ) { return SRESULT_DONE; }
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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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