mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-16 08:10:32 +02:00
478 lines
21 KiB
C++
478 lines
21 KiB
C++
// AI_monster_zombie_commando_cgun.cpp
|
|
// Native state-machine replacement for ai_monster_zombie_commando_cgun.script.
|
|
|
|
#include "precompiled.h"
|
|
#pragma hdrstop
|
|
#include "../Game_local.h"
|
|
|
|
|
|
|
|
rvmMonsterZombieCommandoCGun::rvmMonsterZombieCommandoCGun() {
|
|
fire = false;
|
|
crouch_fire = false;
|
|
step_left = false;
|
|
step_right = false;
|
|
run_attack = false;
|
|
nextDodge = 0.0f;
|
|
nextAttack = 0.0f;
|
|
nextNoFOVAttack = 0.0f;
|
|
combat_node = NULL;
|
|
painNextTime = 0.0f;
|
|
attackEndTime = 0.0f;
|
|
loopEndTime = 0.0f;
|
|
minShootTime = 0.0f;
|
|
firstShot = false;
|
|
}
|
|
|
|
void rvmMonsterZombieCommandoCGun::Init( idAI* aiOwner ) {
|
|
rvmMonsterBase::Init( aiOwner );
|
|
run_distance = ZOMBIE_CGUN_RUNDISTANCE;
|
|
walk_turn = ZOMBIE_CGUN_WALKTURN;
|
|
SetState( "state_Begin" );
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::RunStateByName( const char* stateName, stateParms_t* parms ) {
|
|
AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
|
|
AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
|
|
AI_DISPATCH_STATE( "Torso_RangeAttack", Torso_RangeAttack );
|
|
AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack );
|
|
AI_DISPATCH_STATE( "Torso_CrouchAttack", Torso_CrouchAttack );
|
|
AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle );
|
|
AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk );
|
|
AI_DISPATCH_STATE( "Legs_Run", Legs_Run );
|
|
AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft );
|
|
AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight );
|
|
AI_DISPATCH_STATE( "Legs_StepLeft", Legs_StepLeft );
|
|
AI_DISPATCH_STATE( "Legs_StepRight", Legs_StepRight );
|
|
AI_DISPATCH_STATE( "state_Begin", state_Begin );
|
|
AI_DISPATCH_STATE( "state_Idle", state_Idle );
|
|
AI_DISPATCH_STATE( "stand_attack", stand_attack );
|
|
AI_DISPATCH_STATE( "crouch_attack", crouch_attack );
|
|
AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left );
|
|
AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right );
|
|
return rvmMonsterBase::RunStateByName( stateName, parms );
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Torso_Idle( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) {
|
|
IdleAnim( ANIMCHANNEL_TORSO, "range_attack_aim" );
|
|
parms->stage = 1;
|
|
}
|
|
if ( Pain() ) {
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 );
|
|
return SRESULT_DONE;
|
|
}
|
|
if ( fire ) {
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 8 );
|
|
return SRESULT_DONE;
|
|
}
|
|
if ( crouch_fire ) {
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_CrouchAttack", 8 );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Torso_Pain( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_WAIT };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
SetBlendFrames( ANIMCHANNEL_TORSO, 3 );
|
|
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
|
|
painNextTime = DelayTime( 0.25f );
|
|
parms->stage = STAGE_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_WAIT:
|
|
if ( AnimDone( ANIMCHANNEL_TORSO, 12 ) ) {
|
|
PreventPain( 0.6f );
|
|
FinishAction( "pain" );
|
|
SetBlendFrames( ANIMCHANNEL_TORSO, 12 );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 12 );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_WAIT;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Torso_RangeAttack( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_INTRO, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_END, STAGE_END_WAIT };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
SetAnimPrefix( "" );
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack" );
|
|
parms->stage = STAGE_INTRO;
|
|
return SRESULT_WAIT;
|
|
case STAGE_INTRO:
|
|
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 12 ) ) { return SRESULT_WAIT; }
|
|
minShootTime = Time() + ZOMBIE_CGUN_MIN_SHOT_TIME;
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP_START:
|
|
if ( !fire && Time() >= minShootTime ) { parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
if ( InfluenceActive() ) { fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" );
|
|
parms->stage = STAGE_LOOP_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP_WAIT:
|
|
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
|
|
if ( InfluenceActive() ) { fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 12 ) ) { return SRESULT_WAIT; }
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_END:
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { SetBlendFrames( ANIMCHANNEL_TORSO, 8 ); }
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" );
|
|
parms->stage = STAGE_END_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_END_WAIT:
|
|
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
|
|
if ( AnimDone( ANIMCHANNEL_TORSO, 12 ) ) {
|
|
FinishAction( "range_attack" );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 12 );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_WAIT;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Torso_TurretAttack( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_INTRO, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_END, STAGE_END_WAIT };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
SetAnimPrefix( "" );
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack" );
|
|
parms->stage = STAGE_INTRO;
|
|
return SRESULT_WAIT;
|
|
case STAGE_INTRO:
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; }
|
|
attackEndTime = RandomDelay( ZOMBIE_CGUN_STAND_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_STAND_ATTACK_MAX_LENGTH );
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP_START:
|
|
if ( Time() >= attackEndTime || !CanHitEnemyFromAnim( "range_attack_loop" ) || InfluenceActive() ) { parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" );
|
|
parms->stage = STAGE_LOOP_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP_WAIT:
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; }
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_END:
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" );
|
|
parms->stage = STAGE_END_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_END_WAIT:
|
|
if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) {
|
|
FinishAction( "turret_attack" );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_WAIT;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Torso_CrouchAttack( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_INTRO, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_AIM, STAGE_END, STAGE_END_WAIT };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
OverrideAnim( ANIMCHANNEL_LEGS );
|
|
SetAnimPrefix( "crouch" );
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack" );
|
|
parms->stage = STAGE_INTRO;
|
|
return SRESULT_WAIT;
|
|
case STAGE_INTRO:
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; }
|
|
minShootTime = Time() + ZOMBIE_CGUN_MIN_SHOT_TIME;
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP_START:
|
|
if ( !crouch_fire && Time() >= minShootTime ) { parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
loopEndTime = RandomDelay( ZOMBIE_CGUN_STAND_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_STAND_ATTACK_MAX_LENGTH );
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" );
|
|
parms->stage = STAGE_LOOP_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP_WAIT:
|
|
if ( InfluenceActive() ) { crouch_fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
if ( !AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { return SRESULT_WAIT; }
|
|
if ( !crouch_fire || Time() >= loopEndTime ) {
|
|
PlayCycle( ANIMCHANNEL_TORSO, "range_attack_aim" );
|
|
loopEndTime = RandomDelay( ZOMBIE_CGUN_WAIT_MIN_LENGTH, ZOMBIE_CGUN_WAIT_MAX_LENGTH );
|
|
parms->stage = STAGE_AIM;
|
|
return SRESULT_WAIT;
|
|
}
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_AIM:
|
|
if ( !crouch_fire || InfluenceActive() ) { crouch_fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; }
|
|
if ( Time() < loopEndTime ) { return SRESULT_WAIT; }
|
|
parms->stage = STAGE_LOOP_START;
|
|
return SRESULT_WAIT;
|
|
case STAGE_END:
|
|
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" );
|
|
parms->stage = STAGE_END_WAIT;
|
|
return SRESULT_WAIT;
|
|
case STAGE_END_WAIT:
|
|
if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) {
|
|
FinishAction( "crouch_attack" );
|
|
SetAnimPrefix( "" );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_WAIT;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_Idle( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "range_attack_aim" ); parms->stage = 1; }
|
|
if ( GetEnemy() ) { run = true; }
|
|
if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; }
|
|
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; }
|
|
if ( step_left ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_StepLeft", 8 ); return SRESULT_DONE; }
|
|
if ( step_right ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_StepRight", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_Walk( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
|
|
if ( GetEnemy() ) { run = true; }
|
|
if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; }
|
|
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_Run( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; }
|
|
if ( GetEnemy() ) { run = true; }
|
|
if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; }
|
|
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_DodgeLeft( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; }
|
|
if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_DodgeRight( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; }
|
|
if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_StepLeft( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "step_left" ); parms->stage = 1; }
|
|
if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { step_left = false; FinishAction( "sidestep" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::Legs_StepRight( stateParms_t* parms ) {
|
|
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "step_right" ); parms->stage = 1; }
|
|
if ( AnimDone( ANIMCHANNEL_LEGS, 8 ) ) { step_right = false; FinishAction( "sidestep" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
|
|
return SRESULT_WAIT;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::state_Begin( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_MONSTER_BEGIN };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
fire = false; crouch_fire = false; step_left = false; step_right = false;
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 );
|
|
StartAction( "monster_begin" );
|
|
parms->stage = STAGE_MONSTER_BEGIN;
|
|
return SRESULT_WAIT;
|
|
case STAGE_MONSTER_BEGIN:
|
|
if ( InAction() ) { return SRESULT_WAIT; }
|
|
SetMoveType( MOVETYPE_ANIM );
|
|
SetState( "state_Idle" );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::state_Idle( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_WAIT_FOR_ENEMY };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
StartAction( "wait_for_enemy" );
|
|
parms->stage = STAGE_WAIT_FOR_ENEMY;
|
|
return SRESULT_WAIT;
|
|
case STAGE_WAIT_FOR_ENEMY:
|
|
if ( InAction() ) { return SRESULT_WAIT; }
|
|
nextAttack = 0.0f;
|
|
nextNoFOVAttack = 0.0f;
|
|
nextDodge = RandomTime( ZOMBIE_CGUN_DODGE_RATE );
|
|
SetState( "state_Combat" );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
int rvmMonsterZombieCommandoCGun::check_attacks() {
|
|
int attack_flags = 0;
|
|
const float currentTime = Time();
|
|
if ( Pain() && currentTime >= nextDodge && owner ) {
|
|
if ( owner->TestAnimMove( "evade_left" ) ) { attack_flags |= ATTACK_DODGE_LEFT; }
|
|
if ( owner->TestAnimMove( "evade_right" ) ) {
|
|
attack_flags |= ATTACK_DODGE_RIGHT;
|
|
if ( attack_flags & ATTACK_DODGE_LEFT ) {
|
|
if ( RandomFloat( 100.0f ) < 50.0f ) { attack_flags &= ~ATTACK_DODGE_RIGHT; } else { attack_flags &= ~ATTACK_DODGE_LEFT; }
|
|
}
|
|
}
|
|
}
|
|
|
|
combat_node = GetCombatNode();
|
|
if ( combat_node.GetEntity() ) { attack_flags |= ATTACK_COMBAT_NODE; }
|
|
|
|
const bool reachable = CanReachEnemy();
|
|
bool try_attack = false;
|
|
if ( EnemyInFOV() && ( !reachable || currentTime >= nextAttack ) ) {
|
|
try_attack = true;
|
|
} else if ( Time() > nextNoFOVAttack && EnemyVisible() && ( !reachable || currentTime >= nextAttack ) ) {
|
|
try_attack = true;
|
|
} else if ( EnemyRange() < 64.0f ) {
|
|
try_attack = true;
|
|
}
|
|
|
|
if ( try_attack ) {
|
|
if ( RandomFloat() < 0.5f ) {
|
|
if ( CanHitEnemyFromAnim( "crouch_range_attack_loop" ) ) { attack_flags |= ATTACK_ZCC_CROUCHFIRE; }
|
|
else if ( CanHitEnemyFromAnim( "range_attack_loop" ) ) { attack_flags |= ATTACK_MISSILE; }
|
|
} else if ( CanHitEnemyFromAnim( "range_attack_loop" ) ) {
|
|
attack_flags |= ATTACK_MISSILE;
|
|
}
|
|
}
|
|
return attack_flags;
|
|
}
|
|
|
|
bool rvmMonsterZombieCommandoCGun::do_attack( int attack_flags ) {
|
|
const int flags = attack_flags;
|
|
nextNoFOVAttack = Time() + ZOMBIE_CGUN_NOFOVTIME;
|
|
if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; }
|
|
if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; }
|
|
if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; }
|
|
if ( flags & ATTACK_ZCC_CROUCHFIRE ) { StartAction( "crouch_attack" ); return true; }
|
|
if ( flags & ATTACK_MISSILE ) { StartAction( "stand_attack" ); return true; }
|
|
return false;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::stand_attack( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_LOOP, STAGE_FINISH };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
fire = true;
|
|
attackEndTime = RandomDelay( ZOMBIE_CGUN_STAND_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_STAND_ATTACK_MAX_LENGTH );
|
|
loopEndTime = RandomDelay( 0.5f, 1.0f );
|
|
parms->stage = STAGE_LOOP;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP:
|
|
if ( InfluenceActive() || Time() > attackEndTime || !EnemyVisible() || !CanHitEnemyFromAnim( "range_attack_loop" ) ) {
|
|
fire = false;
|
|
parms->stage = STAGE_FINISH;
|
|
return SRESULT_WAIT;
|
|
}
|
|
LookAtEnemy( 1.0f );
|
|
if ( !run_attack || EnemyRange() < 90.0f ) {
|
|
FaceEnemy();
|
|
} else if ( !EntityInAttackCone( GetEnemy() ) ) {
|
|
fire = false;
|
|
parms->stage = STAGE_FINISH;
|
|
return SRESULT_WAIT;
|
|
} else {
|
|
MoveToEnemy();
|
|
}
|
|
if ( Time() >= loopEndTime ) {
|
|
loopEndTime = RandomDelay( 0.5f, 1.0f );
|
|
if ( owner ) {
|
|
const bool left = owner->TestAnimMove( "step_left" ) != 0;
|
|
const bool right = owner->TestAnimMove( "step_right" ) != 0;
|
|
if ( left && right ) {
|
|
step_left = RandomFloat( 100.0f ) >= 50.0f;
|
|
step_right = !step_left;
|
|
} else {
|
|
step_left = left;
|
|
step_right = right;
|
|
}
|
|
}
|
|
}
|
|
return SRESULT_WAIT;
|
|
case STAGE_FINISH:
|
|
fire = false;
|
|
if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack" ) ) { return SRESULT_WAIT; }
|
|
nextAttack = RandomDelay( ZOMBIE_CGUN_ATTACK_DELAY_MIN, ZOMBIE_CGUN_ATTACK_DELAY_MAX );
|
|
nextNoFOVAttack = Time() + ZOMBIE_CGUN_NOFOVTIME;
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::crouch_attack( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_LOOP, STAGE_FINISH };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
FaceEnemy();
|
|
crouch_fire = true;
|
|
attackEndTime = RandomDelay( ZOMBIE_CGUN_CROUCH_ATTACK_MIN_LENGTH, ZOMBIE_CGUN_CROUCH_ATTACK_MAX_LENGTH );
|
|
parms->stage = STAGE_LOOP;
|
|
return SRESULT_WAIT;
|
|
case STAGE_LOOP:
|
|
if ( InfluenceActive() || Time() > attackEndTime || !EnemyVisible() || !CanHitEnemyFromAnim( "range_attack_loop" ) ) {
|
|
crouch_fire = false;
|
|
SetAnimPrefix( "" );
|
|
parms->stage = STAGE_FINISH;
|
|
return SRESULT_WAIT;
|
|
}
|
|
LookAtEnemy( 1.0f );
|
|
return SRESULT_WAIT;
|
|
case STAGE_FINISH:
|
|
crouch_fire = false;
|
|
if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_CrouchAttack" ) ) { return SRESULT_WAIT; }
|
|
nextAttack = RandomDelay( ZOMBIE_CGUN_ATTACK_DELAY_MIN, ZOMBIE_CGUN_ATTACK_DELAY_MAX );
|
|
nextNoFOVAttack = Time() + ZOMBIE_CGUN_NOFOVTIME;
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::combat_dodge_left( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_WAIT_ACTION };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
StopMove();
|
|
FaceEnemy();
|
|
waitActionName = "strafe";
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", 8 );
|
|
parms->stage = STAGE_WAIT_ACTION;
|
|
return SRESULT_WAIT;
|
|
case STAGE_WAIT_ACTION:
|
|
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
|
|
nextDodge = DelayTime( ZOMBIE_CGUN_DODGE_RATE );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|
|
|
|
stateResult_t rvmMonsterZombieCommandoCGun::combat_dodge_right( stateParms_t* parms ) {
|
|
enum { STAGE_START, STAGE_WAIT_ACTION };
|
|
switch ( parms->stage ) {
|
|
case STAGE_START:
|
|
StopMove();
|
|
FaceEnemy();
|
|
waitActionName = "strafe";
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", 8 );
|
|
parms->stage = STAGE_WAIT_ACTION;
|
|
return SRESULT_WAIT;
|
|
case STAGE_WAIT_ACTION:
|
|
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
|
|
nextDodge = DelayTime( ZOMBIE_CGUN_DODGE_RATE );
|
|
return SRESULT_DONE;
|
|
}
|
|
return SRESULT_ERROR;
|
|
}
|