mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
351 lines
11 KiB
C++
351 lines
11 KiB
C++
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328
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Enemies/Fishman/fishman.h"
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%}
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uses "Entities/EnemyDive";
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%{
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static EntityInfo eiFishmanGround = {
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EIBT_FLESH, 100.0f,
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0.0f, 1.4f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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static EntityInfo eiFishmanLiquid = {
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EIBT_FLESH, 33.3f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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};
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#define FIRE_WATER FLOAT3D(0.0f, 0.3f, -1.1f)
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#define FIRE_GROUND FLOAT3D(0.0f, 0.8f, -1.25f)
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#define SPEAR_HIT 1.75f
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%}
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class CFishman : CEnemyDive {
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name "Fishman";
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thumbnail "Thumbnails\\Fishman.tbn";
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properties:
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components:
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0 class CLASS_BASE "Classes\\EnemyDive.ecl",
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1 model MODEL_FISHMAN "Models\\Enemies\\Fishman\\Fishman.mdl",
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2 texture TEXTURE_FISHMAN "Models\\Enemies\\Fishman\\Fishman.tex",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE_WATER "Models\\Enemies\\Fishman\\Sounds\\IdleWater.wav",
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51 sound SOUND_IDLE_GROUND "Models\\Enemies\\Fishman\\Sounds\\IdleGround.wav",
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52 sound SOUND_SIGHT_WATER "Models\\Enemies\\Fishman\\Sounds\\SightWater.wav",
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53 sound SOUND_SIGHT_GROUND "Models\\Enemies\\Fishman\\Sounds\\SightGround.wav",
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54 sound SOUND_WOUND_WATER "Models\\Enemies\\Fishman\\Sounds\\WoundWater.wav",
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55 sound SOUND_WOUND_GROUND "Models\\Enemies\\Fishman\\Sounds\\WoundGround.wav",
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56 sound SOUND_DEATH_WATER "Models\\Enemies\\Fishman\\Sounds\\DeathWater.wav",
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57 sound SOUND_DEATH_GROUND "Models\\Enemies\\Fishman\\Sounds\\DeathGround.wav",
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58 sound SOUND_FIRE "Models\\Enemies\\Fishman\\Sounds\\Fire.wav",
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59 sound SOUND_KICK "Models\\Enemies\\Fishman\\Sounds\\Kick.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_bInLiquid) {
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return &eiFishmanLiquid;
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} else {
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return &eiFishmanGround;
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}
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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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// fishman can't harm fishman
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if (!IsOfClass(penInflictor, "Fishman")) {
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CEnemyDive::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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}
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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INDEX iAnim;
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if (m_bInLiquid) {
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switch (IRnd()%2) {
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case 0: iAnim = FISHMAN_ANIM_WATERWOUND01; break;
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case 1: iAnim = FISHMAN_ANIM_WATERWOUND02; break;
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default: ASSERTALWAYS("Fishman unknown liquid damage");
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}
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} else {
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switch (IRnd()%3) {
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case 0: iAnim = FISHMAN_ANIM_GROUNDWOUND03; break;
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case 1: iAnim = FISHMAN_ANIM_GROUNDWOUND04; break;
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case 2: iAnim = FISHMAN_ANIM_GROUNDWOUND05; break;
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default: ASSERTALWAYS("Fishman unknown ground damage");
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}
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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// death
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INDEX AnimForDeath(void) {
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INDEX iAnim;
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if (m_bInLiquid) {
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iAnim = FISHMAN_ANIM_WATERDEATH;
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} else {
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iAnim = FISHMAN_ANIM_GROUNDDEATH;
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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void DeathNotify(void) {
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if (m_bInLiquid) {
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ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_DEATH_WATER);
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} else {
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ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_DEATH_GROUND);
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}
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en_fDensity = 500.0f;
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};
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// virtual anim functions
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void StandingAnim(void) {
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if (m_bInLiquid) {
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StartModelAnim(FISHMAN_ANIM_WATERSTAND, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(FISHMAN_ANIM_GROUNDSTAND, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void WalkingAnim(void) {
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if (m_bInLiquid) {
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StartModelAnim(FISHMAN_ANIM_WATERSWIM02, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(FISHMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RunningAnim(void) {
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if (m_bInLiquid) {
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StartModelAnim(FISHMAN_ANIM_WATERSWIM01, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(FISHMAN_ANIM_GROUNDRUN, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RotatingAnim(void) {
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if (m_bInLiquid) {
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StartModelAnim(FISHMAN_ANIM_WATERSWIM02, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(FISHMAN_ANIM_GROUNDWALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void ChangeCollisionToLiquid() {
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ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_WATER);
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};
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void ChangeCollisionToGround() {
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ChangeCollisionBoxIndexWhenPossible(FISHMAN_COLLISION_BOX_GROUND);
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};
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// virtual sound functions
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void IdleSound(void) {
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if (m_bInLiquid) {
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PlaySound(m_soSound, SOUND_IDLE_WATER , SOF_3D);
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} else {
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PlaySound(m_soSound, SOUND_IDLE_GROUND, SOF_3D);
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}
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};
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void SightSound(void) {
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if (m_bInLiquid) {
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PlaySound(m_soSound, SOUND_SIGHT_WATER , SOF_3D);
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} else {
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PlaySound(m_soSound, SOUND_SIGHT_GROUND, SOF_3D);
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}
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};
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void WoundSound(void) {
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if (m_bInLiquid) {
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PlaySound(m_soSound, SOUND_WOUND_WATER , SOF_3D);
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} else {
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PlaySound(m_soSound, SOUND_WOUND_GROUND, SOF_3D);
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}
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};
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void DeathSound(void) {
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if (m_bInLiquid) {
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PlaySound(m_soSound, SOUND_DEATH_WATER , SOF_3D);
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} else {
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PlaySound(m_soSound, SOUND_DEATH_GROUND, SOF_3D);
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}
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};
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procedures:
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/************************************************************
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* A T T A C K E N E M Y *
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************************************************************/
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DiveFire(EVoid) : CEnemyDive::DiveFire {
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// fire projectile
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StartModelAnim(FISHMAN_ANIM_WATERATTACK02, 0);
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autowait(0.4f);
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ShootProjectile(PRT_FISHMAN_FIRE, FIRE_WATER, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.95f);
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StandingAnim();
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autowait(FRnd()/3 + _pTimer->TickQuantum);
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return EReturn();
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};
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DiveHit(EVoid) : CEnemyDive::DiveHit {
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if (CalcDist(m_penEnemy) > SPEAR_HIT) {
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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}
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// attack with spear
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StartModelAnim(FISHMAN_ANIM_WATERATTACK01, 0);
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// to left hit
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autowait(0.5f);
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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if (CalcDist(m_penEnemy)<SPEAR_HIT) {
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// damage enemy
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 5.0f, FLOAT3D(0, 0, 0), vDirection);
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// push target away
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FLOAT3D vSpeed;
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GetHeadingDirection(0.0f, vSpeed);
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vSpeed = vSpeed * 5.0f;
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KickEntity(m_penEnemy, vSpeed);
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}
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autowait(0.5f);
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StandingAnim();
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autowait(0.2f + FRnd()/3);
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return EReturn();
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};
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Fire(EVoid) : CEnemyBase::Fire {
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// wait anim end
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if (!GetModelObject()->IsAnimFinished()) {
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autowait(GetModelObject()->GetCurrentAnimLength() - GetModelObject()->GetPassedTime());
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}
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// fire projectile
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StartModelAnim(FISHMAN_ANIM_GROUNDATTACK02, 0);
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autowait(0.3f);
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ShootProjectile(PRT_FISHMAN_FIRE, FIRE_GROUND, ANGLE3D(0, 0, 0));
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PlaySound(m_soSound, SOUND_FIRE, SOF_3D);
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autowait(0.4f);
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StandingAnim();
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autowait(FRnd()/3 + _pTimer->TickQuantum);
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return EReturn();
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};
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Hit(EVoid) : CEnemyBase::Hit {
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if (CalcDist(m_penEnemy) > SPEAR_HIT) {
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// run to enemy
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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}
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// wait anim end
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if (!GetModelObject()->IsAnimFinished()) {
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autowait(GetModelObject()->GetCurrentAnimLength() - GetModelObject()->GetPassedTime());
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}
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// attack with spear
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StartModelAnim(FISHMAN_ANIM_GROUNDATTACKLOOP, 0);
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// to left hit
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autowait(0.5f);
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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if (CalcDist(m_penEnemy)<SPEAR_HIT) {
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// damage enemy
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 2.5f, FLOAT3D(0, 0, 0), vDirection);
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// push target left
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FLOAT3D vSpeed;
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GetHeadingDirection(90.0f, vSpeed);
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vSpeed = vSpeed * 5.0f;
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KickEntity(m_penEnemy, vSpeed);
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}
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autowait(0.5f);
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PlaySound(m_soSound, SOUND_KICK, SOF_3D);
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if (CalcDist(m_penEnemy)<SPEAR_HIT) {
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// damage enemy
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.Normalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 2.5f, FLOAT3D(0, 0, 0), vDirection);
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// push target right
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FLOAT3D vSpeed;
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GetHeadingDirection(-90.0f, vSpeed);
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vSpeed = vSpeed * 5.0f;
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KickEntity(m_penEnemy, vSpeed);
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}
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autowait(0.6f);
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StandingAnim();
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autowait(0.2f + FRnd()/3);
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return EReturn();
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};
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/************************************************************
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* M A I N *
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************************************************************/
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Main(EVoid) {
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// declare yourself as a model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS|EPF_HASGILLS);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(30.0f);
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m_fMaxHealth = 30.0f;
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 1000.0f;
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// set your appearance
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SetModel(MODEL_FISHMAN);
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SetModelMainTexture(TEXTURE_FISHMAN);
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = FRnd()*10.0f + 500.0f;
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m_fAttackRunSpeed = FRnd()*0.5f + 5.0f;
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m_aAttackRotateSpeed = FRnd()*50 + 245.0f;
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m_fCloseRunSpeed = FRnd()*0.5f + 5.0f;
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m_aCloseRotateSpeed = FRnd()*50 + 245.0f;
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// setup attack distances
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m_fAttackDistance = 50.0f;
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m_fCloseDistance = 5.0f;
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m_fStopDistance = 0.0f;
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m_fAttackFireTime = 3.0f;
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m_fCloseFireTime = 2.0f;
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m_fIgnoreRange = 200.0f;
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// fly moving properties
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m_fDiveWalkSpeed = FRnd() + 3.0f;
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m_aDiveWalkRotateSpeed = FRnd()*10.0f + 500.0f;
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m_fDiveAttackRunSpeed = FRnd()*4.0f + 14.0f;
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m_aDiveAttackRotateSpeed = FRnd()*25 + 500.0f;
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m_fDiveCloseRunSpeed = FRnd()*2.0f + 8.0f;
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m_aDiveCloseRotateSpeed = FRnd()*50 + 800.0f;
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// attack properties
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m_fDiveAttackDistance = 50.0f;
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m_fDiveCloseDistance = 3.0f;
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m_fDiveStopDistance = 0.0f;
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m_fDiveAttackFireTime = 3.0f;
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m_fDiveCloseFireTime = 2.0f;
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m_fDiveIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBlowUpAmount = 60.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 15.0f;
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m_iScore = 500;
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// continue behavior in base class
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jump CEnemyDive::MainLoop();
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};
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};
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