mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
291 lines
8.4 KiB
C++
291 lines
8.4 KiB
C++
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507
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%{
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#include "Entities/StdH/StdH.h"
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#define ECF_TWISTER ( \
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((ECBI_BRUSH|ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_TEST) |\
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((ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_PASS) |\
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((ECBI_MODEL)<<ECB_IS))
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#define EPF_TWISTER ( \
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EPF_ONBLOCK_CLIMBORSLIDE|EPF_ORIENTEDBYGRAVITY|\
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EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
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%}
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uses "Entities/Elemental";
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enum TwisterSize {
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0 TWS_SMALL "", // small twister
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1 TWS_BIG "", // big twister
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2 TWS_LARGE "", // large twister
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};
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// input parameter for twister
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event ETwister {
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CEntityPointer penOwner, // entity which owns it
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enum TwisterSize EtsSize, // twister size
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};
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%{
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static EntityInfo eiTwister = {
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EIBT_AIR, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.75f, 0.0f,
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};
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#define MOVE_FREQUENCY 0.1f
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#define ROTATE_SPEED 10000.0f
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#define MOVE_SPEED 7.5f
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%}
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class CTwister : CMovableModelEntity {
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name "Twister";
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thumbnail "";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 enum TwisterSize m_EtsSize = TWS_SMALL, // size (type)
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3 FLOAT3D m_vStartPosition = FLOAT3D(0,0,0), // start position
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// internal -> do not use
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10 FLOAT3D m_vDesiredPosition = FLOAT3D(0,0,0),
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11 FLOAT3D m_vDesiredAngle = FLOAT3D(0,0,0),
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12 FLOAT m_fStopTime = 0.0f,
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13 FLOAT m_fActionRadius = 0.0f,
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14 FLOAT m_fActionTime = 0.0f,
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15 FLOAT m_fDiffMultiply = 0.0f,
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16 FLOAT m_fUpMultiply = 0.0f,
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20 BOOL m_bFadeOut = FALSE,
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21 FLOAT m_fFadeStartTime = 0.0f,
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22 FLOAT m_fFadeTime = 2.0f,
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components:
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// ********* TWISTER *********
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10 model MODEL_TWISTER "Models\\Enemies\\Elementals\\Twister.mdl",
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11 texture TEXTURE_TWISTER "Models\\Enemies\\Elementals\\AirMan01.tex",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiTwister;
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};
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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return;
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};
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/************************************************************
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* FADE OUT *
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************************************************************/
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) {
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if (m_bFadeOut) {
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FLOAT fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer->CurrentTick();
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if (fTimeRemain < 0.0f) { fTimeRemain = 0.0f; }
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COLOR colAlpha = GetModelObject()->mo_colBlendColor;
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colAlpha = (colAlpha&0xffffff00) + (COLOR(fTimeRemain/m_fFadeTime*0xff)&0xff);
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GetModelObject()->mo_colBlendColor = colAlpha;
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}
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return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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};
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/************************************************************
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* MOVING FUNCTIONS *
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************************************************************/
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// calculate rotation
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void CalcHeadingRotation(ANGLE aWantedHeadingRelative, ANGLE &aRotation) {
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// normalize it to [-180,+180] degrees
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aWantedHeadingRelative = NormalizeAngle(aWantedHeadingRelative);
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// if desired position is left
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if (aWantedHeadingRelative < -ROTATE_SPEED*MOVE_FREQUENCY) {
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// start turning left
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aRotation = -ROTATE_SPEED;
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// if desired position is right
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} else if (aWantedHeadingRelative > ROTATE_SPEED*MOVE_FREQUENCY) {
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// start turning right
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aRotation = +ROTATE_SPEED;
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// if desired position is more-less ahead
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} else {
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aRotation = aWantedHeadingRelative/MOVE_FREQUENCY;
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}
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};
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// calculate angle from position
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void CalcAngleFromPosition() {
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// find relative orientation towards the desired position
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m_vDesiredAngle = (m_vDesiredPosition - GetPlacement().pl_PositionVector).Normalize();
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};
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// rotate entity to desired angle
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void RotateToAngle() {
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// find relative heading towards the desired angle
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ANGLE aRotation;
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CalcHeadingRotation(GetRelativeHeading(m_vDesiredAngle), aRotation);
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// start rotating
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SetDesiredRotation(ANGLE3D(aRotation, 0, 0));
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};
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// move in direction
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void MoveInDirection() {
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RotateToAngle();
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// determine translation speed
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FLOAT3D vTranslation(0.0f, 0.0f, 0.0f);
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vTranslation(3) = -MOVE_SPEED;
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// start moving
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SetDesiredTranslation(vTranslation);
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};
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// move entity to desired position
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void MoveToPosition() {
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CalcAngleFromPosition();
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MoveInDirection();
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};
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// rotate entity to desired position
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void RotateToPosition() {
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CalcAngleFromPosition();
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RotateToAngle();
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};
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// stop moving entity
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void StopMoving() {
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StopRotating();
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StopTranslating();
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};
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// stop rotating entity
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void StopRotating() {
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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};
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// stop translating
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void StopTranslating() {
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SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
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};
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/************************************************************
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* ATTACK SPECIFIC *
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************************************************************/
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void SpinEntity(CEntity *pen) {
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// don't spin air elemental and another twister
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if (!(IsOfClass(pen, "Elemental") && ((CElemental&)*pen).m_EetType==ELT_AIR) &&
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!(IsOfClass(pen, "Twister"))) {
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if (pen->GetPhysicsFlags()&EPF_MOVABLE) {
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// throw target away
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FLOAT3D vSpeed;
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vSpeed = FLOAT3D(en_mRotation(1, 2), en_mRotation(2, 2), en_mRotation(3, 2)) * m_fUpMultiply;
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FLOAT3D vDiff = (pen->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector).Normalize();
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vSpeed += (vDiff*m_fDiffMultiply) * pen->en_mRotation;
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// give absolute speed
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((CMovableEntity&)*pen).en_vCurrentTranslationAbsolute = vSpeed;
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((CMovableEntity&)*pen).en_aDesiredRotationRelative = ANGLE3D(180.0f, 0, 0);
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// damage
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FLOAT3D vDirection;
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
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InflictDirectDamage(pen, m_penOwner, DMT_IMPACT, 0.1f, GetPlacement().pl_PositionVector, vDirection);
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}
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}
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};
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/************************************************************
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* P R O C E D U R E S *
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************************************************************/
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procedures:
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// --->>> MAIN
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Main(ETwister et) {
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// remember the initial parameters
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ASSERT(et.penOwner!=NULL);
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m_penOwner = et.penOwner;
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m_EtsSize = et.EtsSize;
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// initialization
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InitAsModel();
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SetPhysicsFlags(EPF_TWISTER);
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SetCollisionFlags(ECF_TWISTER);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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SetModel(MODEL_TWISTER);
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SetModelMainTexture(TEXTURE_TWISTER);
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// setup
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switch(m_EtsSize) {
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case TWS_SMALL:
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m_fActionRadius = 10;
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m_fActionTime = 10;
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m_fUpMultiply = 5.0f;
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m_fDiffMultiply = 1.0f;
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break;
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case TWS_BIG:
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m_fActionRadius = 15;
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m_fActionTime = 20;
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m_fUpMultiply = 10.0f;
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m_fDiffMultiply = 4.0f;
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GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
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break;
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case TWS_LARGE:
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m_fActionRadius = 20;
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m_fActionTime = 30;
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m_fUpMultiply = 20.0f;
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m_fDiffMultiply = 16.0f;
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GetModelObject()->StretchModel(FLOAT3D(16.0f, 16.0f, 16.0f));
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break;
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}
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ModelChangeNotify();
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// start position
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m_vStartPosition = GetPlacement().pl_PositionVector;
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// move in range
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m_fStopTime = _pTimer->CurrentTick() + 10.0f;
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while(_pTimer->CurrentTick() < m_fStopTime) {
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// new destination
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FLOAT fR = FRnd()*10.0f;
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FLOAT fA = FRnd()*360.0f;
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m_vDesiredPosition = m_vStartPosition + FLOAT3D(CosFast(fA)*fR, 0, SinFast(fA)*fR);
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while((m_vDesiredPosition - GetPlacement().pl_PositionVector).Length() > MOVE_SPEED*MOVE_FREQUENCY*2.0f &&
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_pTimer->CurrentTick() < m_fStopTime) {
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MoveToPosition();
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wait(MOVE_FREQUENCY) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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on (EPass ep) : {
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if (ep.penOther->GetRenderType()&RT_MODEL &&
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ep.penOther->GetPhysicsFlags()&EPF_MOVABLE) {
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SpinEntity(ep.penOther);
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}
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resume;
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}
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}
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}
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}
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// fade out
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m_fFadeStartTime = _pTimer->CurrentTick();
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m_bFadeOut = TRUE;
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m_fFadeTime = 2.0f;
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autowait(m_fFadeTime);
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// cease to exist
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Destroy();
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return;
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}
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};
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