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DoomRTX/neo/doom3/game/ai/AI_monster_zombie_security_pistol.cpp
T
2026-05-23 20:50:12 -07:00

484 lines
21 KiB
C++

// AI_monster_zombie_security_pistol.cpp
// Native state-machine replacement for ai_monster_zombie_security_pistol.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
static float zsecp_num_stand_attacks = 1.0f;
static float zsecp_num_crouch_attacks = 1.0f;
rvmMonsterZombieSecurityPistol::rvmMonsterZombieSecurityPistol() {
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 rvmMonsterZombieSecurityPistol::Init( idAI* aiOwner ) {
rvmMonsterZombieBase::Init( aiOwner );
run_distance = ZSECP_RUNDISTANCE;
walk_turn = ZSECP_WALKTURN;
run_attack = GetIntKey( "run_attack" ) != 0;
SetState( "state_Begin" );
}
stateResult_t rvmMonsterZombieSecurityPistol::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 rvmMonsterZombieBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterZombieSecurityPistol::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) {
IdleAnim( ANIMCHANNEL_TORSO, "stand" );
parms->stage = 1;
}
if ( Pain() ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 );
return SRESULT_DONE;
}
if ( fire ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 0 );
return SRESULT_DONE;
}
if ( crouch_fire ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_CrouchAttack", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieSecurityPistol::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT };
switch ( parms->stage ) {
case STAGE_START:
SetBlendFrames( ANIMCHANNEL_TORSO, 2 );
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
painNextTime = DelayTime( 0.25f );
parms->stage = STAGE_WAIT;
return SRESULT_WAIT;
case STAGE_WAIT:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
PreventPain( 0.6f );
FinishAction( "pain" );
SetBlendFrames( ANIMCHANNEL_TORSO, 4 );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieSecurityPistol::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", 2 ); return SRESULT_DONE; }
if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { return SRESULT_WAIT; }
minShootTime = Time() + ZSECP_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", 2 ); return SRESULT_DONE; }
if ( InfluenceActive() ) { fire = false; parms->stage = STAGE_END; return SRESULT_WAIT; }
if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { 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", 2 ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
FinishAction( "range_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieSecurityPistol::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( ZSECP_STAND_ATTACK_MIN_LENGTH, ZSECP_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 rvmMonsterZombieSecurityPistol::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, 0 ) ) { return SRESULT_WAIT; }
minShootTime = Time() + ZSECP_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( ZSECP_STAND_ATTACK_MIN_LENGTH, ZSECP_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, 0 ) ) { return SRESULT_WAIT; }
if ( !crouch_fire || Time() >= loopEndTime ) {
PlayCycle( ANIMCHANNEL_TORSO, "range_attack_aim" );
loopEndTime = RandomDelay( ZSECP_WAIT_MIN_LENGTH, ZSECP_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, 6 ) ) {
FinishAction( "crouch_attack" );
SetAnimPrefix( "" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 6 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieSecurityPistol::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); 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 rvmMonsterZombieSecurityPistol::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 rvmMonsterZombieSecurityPistol::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 rvmMonsterZombieSecurityPistol::Legs_DodgeLeft( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, 2 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieSecurityPistol::Legs_DodgeRight( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, 2 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieSecurityPistol::Legs_StepLeft( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "step_left" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { step_left = false; FinishAction( "sidestep" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieSecurityPistol::Legs_StepRight( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "step_right" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { step_right = false; FinishAction( "sidestep" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieSecurityPistol::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", 0 );
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
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 rvmMonsterZombieSecurityPistol::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( ZSECP_DODGE_RATE );
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
int rvmMonsterZombieSecurityPistol::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( zsecp_num_stand_attacks + zsecp_num_crouch_attacks ) < zsecp_num_stand_attacks ) {
if ( CanHitEnemyFromAnim( "crouch_range_attack_loop" ) ) { attack_flags |= ATTACK_ZSECP_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 rvmMonsterZombieSecurityPistol::do_attack( int attack_flags ) {
const int flags = attack_flags;
nextNoFOVAttack = Time() + ZSECP_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_ZSECP_CROUCHFIRE ) { StartAction( "crouch_attack" ); return true; }
if ( flags & ATTACK_MISSILE ) { StartAction( "stand_attack" ); return true; }
return false;
}
stateResult_t rvmMonsterZombieSecurityPistol::stand_attack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_LOOP, STAGE_FINISH };
switch ( parms->stage ) {
case STAGE_START:
zsecp_num_stand_attacks += 1.0f;
fire = true;
attackEndTime = RandomDelay( ZSECP_STAND_ATTACK_MIN_LENGTH, ZSECP_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( ZSECP_ATTACK_DELAY_MIN, ZSECP_ATTACK_DELAY_MAX );
nextNoFOVAttack = Time() + ZSECP_NOFOVTIME;
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieSecurityPistol::crouch_attack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_LOOP, STAGE_FINISH };
switch ( parms->stage ) {
case STAGE_START:
zsecp_num_crouch_attacks += 1.0f;
FaceEnemy();
crouch_fire = true;
attackEndTime = RandomDelay( ZSECP_CROUCH_ATTACK_MIN_LENGTH, ZSECP_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( ZSECP_ATTACK_DELAY_MIN, ZSECP_ATTACK_DELAY_MAX );
nextNoFOVAttack = Time() + ZSECP_NOFOVTIME;
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieSecurityPistol::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", 2 );
parms->stage = STAGE_WAIT_ACTION;
return SRESULT_WAIT;
case STAGE_WAIT_ACTION:
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
nextDodge = DelayTime( ZSECP_DODGE_RATE );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieSecurityPistol::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", 2 );
parms->stage = STAGE_WAIT_ACTION;
return SRESULT_WAIT;
case STAGE_WAIT_ACTION:
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
nextDodge = DelayTime( ZSECP_DODGE_RATE );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}