Serious-Engine/Sources/EntitiesMP/Dragonman.es

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
321
%{
#include "StdH.h"
#include "Models/Enemies/Dragonman/Dragonman.h"
%}
uses "EntitiesMP/EnemyFly";
uses "EntitiesMP/Projectile";
enum DragonmanType {
0 DT_SOLDIER "Soldier",
1 DT_SERGEANT "Sergeant",
2 DT_MONSTER "Monster",
};
%{
// info structure
static EntityInfo eiDragonmanStand1 = {
EIBT_FLESH, 200.0f,
0.0f, 1.55f, 0.0f,
0.0f, 1.0f, 0.0f,
};
static EntityInfo eiDragonmanStand2 = {
EIBT_FLESH, 200.0f*2,
0.0f, 1.55f*2, 0.0f,
0.0f, 1.0f*2, 0.0f,
};
static EntityInfo eiDragonmanStand4 = {
EIBT_FLESH, 200.0f*4,
0.0f, 1.55f*4, 0.0f,
0.0f, 1.0f*4, 0.0f,
};
static EntityInfo eiDragonmanFly1 = {
EIBT_FLESH, 100.0f*1,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
static EntityInfo eiDragonmanFly2 = {
EIBT_FLESH, 100.0f*2,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
static EntityInfo eiDragonmanFly4 = {
EIBT_FLESH, 100.0f*4,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
#define FLY_FIRE1 FLOAT3D( 0.0f, 0.25f, -1.5f)
#define GROUND_RIGHT_FIRE1 FLOAT3D( 0.3f, 2.2f, -0.85f)
#define GROUND_LEFT_FIRE1 FLOAT3D(-0.3f, 1.7f, -0.85f)
#define FLAME_AIR1 FLOAT3D( 0.0f, 0.1f, -1.75f)
#define FLAME_GROUND1 FLOAT3D( 0.0f, 2.7f, -0.85f)
%}
class CDragonman : CEnemyFly {
name "Dragonman";
thumbnail "Thumbnails\\Dragonman.tbn";
properties:
1 enum DragonmanType m_EdtType "Character" 'C' = DT_SOLDIER, // type
2 FLOAT3D m_vFlameSource = FLOAT3D(0,0,0),
3 CEntityPointer m_penFlame,
4 BOOL m_bBurnEnemy = FALSE,
5 FLOAT m_fFireTime = 0.0f,
components:
0 class CLASS_BASE "Classes\\EnemyFly.ecl",
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
5 model MODEL_DRAGONMAN "Models\\Enemies\\Dragonman\\Dragonman.mdl",
6 texture TEXTURE_DRAGONMAN1 "Models\\Enemies\\Dragonman\\Dragonman01.tex",
7 texture TEXTURE_DRAGONMAN2 "Models\\Enemies\\Dragonman\\Dragonman02.tex",
8 texture TEXTURE_DRAGONMAN3 "Models\\Enemies\\Dragonman\\Dragonman03.tex",
// ************** SOUNDS **************
50 sound SOUND_IDLE "Models\\Enemies\\Dragonman\\Sounds\\Idle.wav",
51 sound SOUND_SIGHT "Models\\Enemies\\Dragonman\\Sounds\\Sight.wav",
52 sound SOUND_WOUND "Models\\Enemies\\Dragonman\\Sounds\\Wound.wav",
53 sound SOUND_FIRE "Models\\Enemies\\Dragonman\\Sounds\\Fire.wav",
54 sound SOUND_KICK "Models\\Enemies\\Dragonman\\Sounds\\Kick.wav",
55 sound SOUND_DEATH "Models\\Enemies\\Dragonman\\Sounds\\Death.wav",
functions:
/* Entity info */
void *GetEntityInfo(void) {
if (m_bInAir) {
switch(m_EdtType) {
case DT_SOLDIER:
return &eiDragonmanFly1;
break;
case DT_SERGEANT:
return &eiDragonmanFly2;
break;
case DT_MONSTER:
return &eiDragonmanFly4;
break;
default: {
return &eiDragonmanFly1;
} break;
}
} else {
switch(m_EdtType) {
case DT_SOLDIER:
return &eiDragonmanStand1;
break;
case DT_SERGEANT:
return &eiDragonmanStand2;
break;
case DT_MONSTER:
return &eiDragonmanStand4;
break;
default: {
return &eiDragonmanStand1;
} break;
}
}
};
/* Fill in entity statistics - for AI purposes only */
BOOL FillEntityStatistics(EntityStats *pes)
{
CEnemyBase::FillEntityStatistics(pes);
switch(m_EdtType) {
case DT_SOLDIER : { pes->es_strName+=" Soldier"; } break;
case DT_SERGEANT : { pes->es_strName+=" Sergeant"; } break;
case DT_MONSTER : { pes->es_strName+=" Monster"; } break;
}
return TRUE;
}
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
// woman can't harm woman
if (!IsOfClass(penInflictor, "Dragonman")) {
CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
}
};
FLOAT3D GetStretchedVector(const FLOAT3D&v)
{
switch(m_EdtType) {
case DT_SOLDIER:
return v;
break;
case DT_SERGEANT:
return v*2.0f;
break;
case DT_MONSTER:
return v*4.0f;
break;
default:
ASSERT(FALSE);
return v;
}
}
// damage anim
INDEX AnimForDamage(FLOAT fDamage) {
INDEX iAnim;
if (m_bInAir) {
switch (IRnd()%2) {
case 0: iAnim = DRAGONMAN_ANIM_AIRWOUNDSLIGHT; break;
case 1: iAnim = DRAGONMAN_ANIM_AIRWOUND02CRITICAL; break;
default: ASSERTALWAYS("Dragonman unknown fly damage");
}
} else {
switch (IRnd()%3) {
case 0: iAnim = DRAGONMAN_ANIM_GROUNDWOUNDCRITICALBACK; break;
case 1: iAnim = DRAGONMAN_ANIM_GROUNDWOUNDCRITICALFRONT; break;
case 2: iAnim = DRAGONMAN_ANIM_GROUNDWOUNDCRITICALBACK2; break;
default: ASSERTALWAYS("Dragonman unknown ground damage");
}
}
StartModelAnim(iAnim, 0);
return iAnim;
};
// death
INDEX AnimForDeath(void) {
INDEX iAnim;
if (m_bInAir) {
iAnim = DRAGONMAN_ANIM_AIRDEATH;
} else {
switch (IRnd()%2) {
case 0: iAnim = DRAGONMAN_ANIM_GROUNDDEATHBACK; break;
case 1: iAnim = DRAGONMAN_ANIM_GROUNDDEATHFRONT; break;
default: ASSERTALWAYS("Dragonman unknown ground death");
}
}
StartModelAnim(iAnim, 0);
return iAnim;
};
void DeathNotify(void) {
ChangeCollisionBoxIndexWhenPossible(DRAGONMAN_COLLISION_BOX_DEATH);
en_fDensity = 500.0f;
};
// virtual anim functions
void StandingAnim(void) {
if (m_bInAir) {
StartModelAnim(DRAGONMAN_ANIM_AIRSTANDLOOP, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(DRAGONMAN_ANIM_GROUNDSTANDLOOP, AOF_LOOPING|AOF_NORESTART);
}
};
void WalkingAnim(void) {
if (m_bInAir) {
StartModelAnim(DRAGONMAN_ANIM_AIRFLYLOOP, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(DRAGONMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
}
};
void RunningAnim(void) {
if (m_bInAir) {
StartModelAnim(DRAGONMAN_ANIM_AIRFLYLOOP, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(DRAGONMAN_ANIM_GROUNDRUN, AOF_LOOPING|AOF_NORESTART);
}
};
void RotatingAnim(void) {
if (m_bInAir) {
StartModelAnim(DRAGONMAN_ANIM_AIRFLYLOOP, AOF_LOOPING|AOF_NORESTART);
} else {
StartModelAnim(DRAGONMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
}
};
FLOAT AirToGroundAnim(void) {
StartModelAnim(DRAGONMAN_ANIM_AIRTOGROUND, 0);
return(GetModelObject()->GetAnimLength(DRAGONMAN_ANIM_AIRTOGROUND));
};
FLOAT GroundToAirAnim(void) {
StartModelAnim(DRAGONMAN_ANIM_GROUNDTOAIR, 0);
return(GetModelObject()->GetAnimLength(DRAGONMAN_ANIM_GROUNDTOAIR));
};
void ChangeCollisionToAir() {
ChangeCollisionBoxIndexWhenPossible(DRAGONMAN_COLLISION_BOX_AIR);
};
void ChangeCollisionToGround() {
ChangeCollisionBoxIndexWhenPossible(DRAGONMAN_COLLISION_BOX_GROUND);
};
// virtual sound functions
void IdleSound(void) {
PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
};
void SightSound(void) {
PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
};
void WoundSound(void) {
PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
};
void DeathSound(void) {
PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
};
// flame source
void GetFlamerSourcePlacement(CPlacement3D &plFlame) {
plFlame.pl_PositionVector = m_vFlameSource;
};
// fire flame
void FireFlame(void) {
FLOAT3D vFlamePos;
if (m_bInAir) {
vFlamePos = GetStretchedVector(FLAME_AIR1);
} else {
vFlamePos = GetStretchedVector(FLAME_GROUND1);
}
// create flame
CEntityPointer penFlame = ShootProjectile(PRT_FLAME, vFlamePos, ANGLE3D(0, 0, 0));
// link last flame with this one (if not NULL or deleted)
if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
((CProjectile&)*m_penFlame).m_penParticles = penFlame;
}
// link to player weapons
((CProjectile&)*penFlame).m_penParticles = this;
// store last flame
m_penFlame = penFlame;
// flame source position
m_vFlameSource = GetPlacement().pl_PositionVector + vFlamePos*GetRotationMatrix();
};
procedures:
/************************************************************
* PROCEDURES WHEN HARMED *
************************************************************/
BeWounded(EDamage eDamage) : CEnemyFly::BeWounded {
m_penFlame = NULL;
jump CEnemyFly::BeWounded(eDamage);
};
/************************************************************
* A T T A C K E N E M Y *
************************************************************/
FlyFire(EVoid) : CEnemyFly::FlyFire {
// fire projectile
StartModelAnim(DRAGONMAN_ANIM_AIRATTACK02, 0);
autowait(0.4f);
if (m_EdtType != DT_MONSTER) {
ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
} else {
ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
}
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.15f);
if (m_EdtType != DT_MONSTER) {
ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
} else if (m_EdtType == DT_MONSTER) {
ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(FLY_FIRE1), ANGLE3D(0, 0, 0));
}
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.85f);
/* StandingAnim();
autowait(FRnd() + _pTimer->TickQuantum);
*/
return EReturn();
};
FlyHit(EVoid) : CEnemyFly::FlyHit {
// fly
if (CalcDist(m_penEnemy) <= 7.5f) {
if (m_EdtType == DT_SOLDIER) {
jump FlyOnEnemy();
} else {
jump FlyBurn();
}
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
};
FlyOnEnemy(EVoid) {
StartModelAnim(DRAGONMAN_ANIM_AIRATTACKCLOSELOOP, 0);
// jump
FLOAT3D vDir = PlayerDestinationPos();
vDir = (vDir - GetPlacement().pl_PositionVector).Normalize();
vDir *= !GetRotationMatrix();
vDir *= m_fFlyCloseRunSpeed*1.9f;
SetDesiredTranslation(vDir);
PlaySound(m_soSound, SOUND_KICK, SOF_3D);
// animation - IGNORE DAMAGE WOUND -
SpawnReminder(this, 0.9f, 0);
m_iChargeHitAnimation = DRAGONMAN_ANIM_AIRATTACKCLOSELOOP;
if (m_EdtType == DT_SOLDIER) {
m_fChargeHitDamage = 25.0f;
m_fChargeHitSpeed = 15.0f;
} else if (m_EdtType == DT_SERGEANT) {
m_fChargeHitDamage = 30.0f;
m_fChargeHitSpeed = 20.0f;
} else if (TRUE) {
m_fChargeHitDamage = 30.0f;
m_fChargeHitSpeed = 20.0f;
}
m_fChargeHitAngle = 0.0f;
autocall CEnemyBase::ChargeHitEnemy() EReturn;
StandingAnim();
autowait(0.3f);
return EReturn();
};
FlyBurn(EVoid) {
StartModelAnim(DRAGONMAN_ANIM_AIRATTACK02, 0);
// burn
m_fFireTime = _pTimer->CurrentTick();
FireFlame();
m_bBurnEnemy = TRUE;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
while (m_bBurnEnemy) {
m_fMoveFrequency = 0.1f;
wait(m_fMoveFrequency) {
// flame
on (EBegin) : {
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
// rotate to enemy
m_aRotateSpeed = 10000.0f;
m_fMoveSpeed = 0.0f;
// flame
FireFlame();
// stop
if (_pTimer->CurrentTick()-m_fFireTime >= 1.29f) {
m_bBurnEnemy = FALSE;
stop;
}
// adjust direction and speed
ULONG ulFlags = SetDesiredMovement();
MovementAnimation(ulFlags);
resume;
}
on (ETimer) : { stop; }
}
}
m_soSound.Stop();
// link last flame with nothing (if not NULL or deleted)
if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
((CProjectile&)*m_penFlame).m_penParticles = NULL;
m_penFlame = NULL;
}
StandingAnim();
autowait(0.3f);
return EReturn();
};
Fire(EVoid) : CEnemyBase::Fire {
// fire projectile
StartModelAnim(DRAGONMAN_ANIM_GROUNDATTACKCLOSELOOP, 0);
autowait(0.3f);
if (m_EdtType != DT_MONSTER) {
ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(GROUND_RIGHT_FIRE1), ANGLE3D(0, 0, 0));
} else {
ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(GROUND_RIGHT_FIRE1), ANGLE3D(0, 0, 0));
}
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.8f);
if (m_EdtType != DT_MONSTER) {
ShootProjectile(PRT_DRAGONMAN_FIRE, GetStretchedVector(GROUND_LEFT_FIRE1), ANGLE3D(0, 0, 0));
} else if (m_EdtType == DT_MONSTER) {
ShootProjectile(PRT_DRAGONMAN_STRONG_FIRE, GetStretchedVector(GROUND_LEFT_FIRE1), ANGLE3D(0, 0, 0));
}
PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
autowait(0.55f);
StandingAnim();
autowait(FRnd() + _pTimer->TickQuantum);
return EReturn();
};
Hit(EVoid) : CEnemyBase::Hit {
// burn enemy
if (m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f ||
m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f) {
jump BurnEnemy();
}
// run to enemy
m_fShootTime = _pTimer->CurrentTick() + 0.25f;
return EReturn();
};
BurnEnemy(EVoid) {
StartModelAnim(DRAGONMAN_ANIM_GROUNDATTACKDISTANT, 0);
// burn
m_fFireTime = _pTimer->CurrentTick();
FireFlame();
m_bBurnEnemy = TRUE;
PlaySound(m_soSound, SOUND_FIRE, SOF_3D|SOF_LOOP);
while (m_bBurnEnemy) {
m_fMoveFrequency = 0.1f;
wait(m_fMoveFrequency) {
// flame
on (EBegin) : {
m_vDesiredPosition = m_penEnemy->GetPlacement().pl_PositionVector;
// rotate to enemy
m_fMoveSpeed = 0.0f;
m_aRotateSpeed = 10000.0f;
// adjust direction and speed
SetDesiredMovement();
// flame
FireFlame();
// stop
if (_pTimer->CurrentTick()-m_fFireTime >= 1.29f) {
m_bBurnEnemy = FALSE;
stop;
}
resume;
}
on (ETimer) : { stop; }
}
}
m_soSound.Stop();
// link last flame with nothing (if not NULL or deleted)
if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) {
((CProjectile&)*m_penFlame).m_penParticles = NULL;
m_penFlame = NULL;
}
StandingAnim();
autowait(0.3f);
return EReturn();
};
/************************************************************
* M A I N *
************************************************************/
Main(EVoid) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
if (m_EdtType == DT_SOLDIER) {
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
ModelChangeNotify();
SetHealth(150.0f);
m_fMaxHealth = 150.0f;
m_fDamageWounded = 100.0f;
} else if (m_EdtType == DT_SERGEANT) {
GetModelObject()->StretchModel(FLOAT3D(2.0f, 2.0f, 2.0f));
ModelChangeNotify();
SetHealth(450.0f);
m_fMaxHealth = 450.0f;
m_fDamageWounded = 300.0f;
} else if (TRUE) {
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
ModelChangeNotify();
SetHealth(1350.0f);
m_fMaxHealth = 1350.0f;
m_fDamageWounded = 1000.0f;
}
en_tmMaxHoldBreath = 10.0f;
en_fDensity = 2000.0f;
// set your appearance
SetModel(MODEL_DRAGONMAN);
if (m_EdtType == DT_SOLDIER) {
SetModelMainTexture(TEXTURE_DRAGONMAN1);
} else if (m_EdtType == DT_SERGEANT) {
SetModelMainTexture(TEXTURE_DRAGONMAN2);
} else if (TRUE) {
SetModelMainTexture(TEXTURE_DRAGONMAN3);
}
// setup moving speed
if (m_EdtType == DT_SOLDIER) {
m_fWalkSpeed = FRnd()*1.5f + 2.5f;
m_aWalkRotateSpeed = FRnd()*20.0f + 50.0f;
m_fAttackRunSpeed = FRnd()*2.0f + 11.0f;
m_aAttackRotateSpeed = FRnd()*75 + 350.0f;
m_fCloseRunSpeed = FRnd()*2.0f + 6.0f;
m_aCloseRotateSpeed = FRnd()*50 + 500.0f;
} else if (m_EdtType == DT_SERGEANT) {
m_fWalkSpeed = (FRnd()*1.5f + 2.5f)*1.5f;
m_aWalkRotateSpeed = FRnd()*20.0f + 50.0f;
m_fAttackRunSpeed = (FRnd()*2.0f + 11.0f)*2;
m_aAttackRotateSpeed = FRnd()*75 + 350.0f;
m_fCloseRunSpeed = (FRnd()*2.0f + 6.0f)*1.5f;
m_aCloseRotateSpeed = FRnd()*50 + 500.0f;
} else if (TRUE) {
m_fWalkSpeed = (FRnd()*1.5f + 2.5f)*2;
m_aWalkRotateSpeed = FRnd()*20.0f + 50.0f;
m_fAttackRunSpeed = (FRnd()*2.0f + 11.0f)*4;
m_aAttackRotateSpeed = FRnd()*75 + 350.0f;
m_fCloseRunSpeed = (FRnd()*2.0f + 6.0f)*2;
m_aCloseRotateSpeed = FRnd()*50 + 500.0f;
}
// setup attack distances
m_fAttackDistance = 100.0f;
if (m_EdtType == DT_SOLDIER) {
m_fCloseDistance = 0.0f;
m_fStopDistance = 10.0f;
m_fFlyCloseDistance = 12.5f;
m_fFlyStopDistance = 0.0f;
m_iScore = 1000;
} else if (m_EdtType == DT_SERGEANT) {
m_fCloseDistance = 20.0f;
m_fStopDistance = 0.0f;
m_fFlyCloseDistance = 12.5f*2;
m_fFlyStopDistance = 0.0f;
m_iScore = 2000;
} else {
m_fCloseDistance = 40.0f;
m_fStopDistance = 0.0f;
m_fFlyCloseDistance = 12.5f*4;
m_fFlyStopDistance = 0.0f;
m_iScore = 10000;
}
m_fAttackFireTime = 3.0f;
m_fCloseFireTime = 2.0f;
m_fIgnoreRange = 200.0f;
// fly moving properties
m_fFlyWalkSpeed = FRnd()/2 + 2.0f;
m_aFlyWalkRotateSpeed = FRnd()*10.0f + 50.0f;
m_fFlyAttackRunSpeed = FRnd()*2.0f + 10.0f;
m_aFlyAttackRotateSpeed = FRnd()*75 + 350.0f;
m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.0f;
m_aFlyCloseRotateSpeed = FRnd()*50 + 600.0f;
// attack properties - CAN BE SET
m_fFlyAttackDistance = 100.0f;
m_fFlyAttackFireTime = 3.0f;
m_fFlyCloseFireTime = 2.0f;
m_fFlyIgnoreRange = 200.0f;
// damage/explode properties
m_fBlowUpAmount = 100.0f;
m_fBodyParts = 8;
// flame source
m_vFlameSource = FLOAT3D(0, 0, 0);
m_fGroundToAirSpeed = m_fFlyAttackRunSpeed;
m_fAirToGroundSpeed = m_fFlyAttackRunSpeed*2;
m_fAirToGroundMin = 0.1f;
m_fAirToGroundMax = 0.1f;
// continue behavior in base class
jump CEnemyFly::MainLoop();
};
};