/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #line 4 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" #include "StdH.h" #include "ModelsMP/Enemies/Grunt/Grunt.h" #include #include #line 17 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" #define STRETCH_SOLDIER 1.2f #define STRETCH_COMMANDER 1.4f // info structure static EntityInfo eiGruntSoldier = { EIBT_FLESH, 200.0f, 0.0f, 1.9f*STRETCH_SOLDIER, 0.0f, // source (eyes) 0.0f, 1.3f*STRETCH_SOLDIER, 0.0f, // target (body) }; static EntityInfo eiGruntCommander = { EIBT_FLESH, 250.0f, 0.0f, 1.9f*STRETCH_COMMANDER, 0.0f, // source (eyes) 0.0f, 1.3f*STRETCH_COMMANDER, 0.0f, // target (body) }; #define FIREPOS_SOLDIER FLOAT3D(0.07f, 1.36f, -0.78f)*STRETCH_SOLDIER #define FIREPOS_COMMANDER_UP FLOAT3D(0.09f, 1.45f, -0.62f)*STRETCH_COMMANDER #define FIREPOS_COMMANDER_DN FLOAT3D(0.10f, 1.30f, -0.60f)*STRETCH_COMMANDER void CGrunt::SetDefaultProperties(void) { m_gtType = GT_SOLDIER ; m_soFire1.SetOwner(this); m_soFire1.Stop_internal(); m_soFire2.SetOwner(this); m_soFire2.Stop_internal(); CEnemyBase::SetDefaultProperties(); } CTString CGrunt::GetPlayerKillDescription(const CTString & strPlayerName,const EDeath & eDeath) #line 76 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" { #line 77 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" CTString str ; #line 78 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" str . PrintF (TRANS ("A Grunt sent %s into the halls of Valhalla") , strPlayerName ); #line 79 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return str ; #line 80 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 83 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void * CGrunt::GetEntityInfo(void) { #line 84 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" if(m_gtType == GT_SOLDIER ){ #line 85 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return & eiGruntSoldier ; #line 86 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" }else if(m_gtType == GT_COMMANDER ){ #line 87 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return & eiGruntSoldier ; #line 88 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" }else { #line 89 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ASSERT ("Unknown grunt type!"); #line 90 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return NULL ; #line 91 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 92 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } const CTFileName & CGrunt::GetComputerMessageName(void)const { #line 95 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" static DECLARE_CTFILENAME (fnmSoldier , "DataMP\\Messages\\Enemies\\GruntSoldier.txt"); #line 96 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" static DECLARE_CTFILENAME (fnmCommander , "DataMP\\Messages\\Enemies\\GruntCommander.txt"); #line 97 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" switch(m_gtType ){ #line 98 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" default : ASSERT (FALSE ); #line 99 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" case GT_SOLDIER : return fnmSoldier ; #line 100 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" case GT_COMMANDER : return fnmCommander ; #line 101 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 102 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 104 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::Precache(void) { #line 105 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" CEnemyBase :: Precache (); #line 107 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" if(m_gtType == GT_SOLDIER ){ #line 108 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheClass (CLASS_PROJECTILE , PRT_GRUNT_PROJECTILE_SOL ); #line 109 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 110 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" if(m_gtType == GT_COMMANDER ){ #line 111 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheClass (CLASS_PROJECTILE , PRT_GRUNT_PROJECTILE_COM ); #line 112 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 114 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheSound (SOUND_IDLE ); #line 115 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheSound (SOUND_SIGHT ); #line 116 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheSound (SOUND_WOUND ); #line 117 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheSound (SOUND_FIRE ); #line 118 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PrecacheSound (SOUND_DEATH ); #line 119 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 122 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::ReceiveDamage(CEntity * penInflictor,enum DamageType dmtType, #line 123 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" FLOAT fDamageAmmount,const FLOAT3D & vHitPoint,const FLOAT3D & vDirection) #line 124 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" { #line 125 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" CEnemyBase :: ReceiveDamage (penInflictor , dmtType , fDamageAmmount , vHitPoint , vDirection ); #line 126 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 129 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" INDEX CGrunt::AnimForDamage(FLOAT fDamage) { #line 130 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" INDEX iAnim ; #line 131 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" iAnim = GRUNT_ANIM_WOUND01 ; #line 132 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (iAnim , 0); #line 133 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return iAnim ; #line 134 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 137 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" INDEX CGrunt::AnimForDeath(void) { #line 138 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" INDEX iAnim ; #line 139 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" FLOAT3D vFront ; #line 140 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" GetHeadingDirection (0 , vFront ); #line 141 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" FLOAT fDamageDir = m_vDamage % vFront ; #line 142 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" if(fDamageDir < 0){ #line 143 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" iAnim = GRUNT_ANIM_DEATHBACKWARD ; #line 144 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" }else { #line 145 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" iAnim = GRUNT_ANIM_DEATHFORWARD ; #line 146 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 148 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (iAnim , 0); #line 149 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return iAnim ; #line 150 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 152 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" FLOAT CGrunt::WaitForDust(FLOAT3D & vStretch) { #line 153 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" vStretch = FLOAT3D (1 , 1 , 2); #line 154 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" if(GetModelObject () -> GetAnim () == GRUNT_ANIM_DEATHBACKWARD ) #line 155 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" { #line 156 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return 0.5f; #line 157 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 158 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" else if(GetModelObject () -> GetAnim () == GRUNT_ANIM_DEATHFORWARD ) #line 159 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" { #line 160 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return 1.0f; #line 161 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 162 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return - 1.0f; #line 163 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 165 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::DeathNotify(void) { #line 166 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ChangeCollisionBoxIndexWhenPossible (GRUNT_COLLISION_BOX_DEATH ); #line 167 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" en_fDensity = 500.0f; #line 168 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 171 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::StandingAnim(void) { #line 172 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_IDLE , AOF_LOOPING | AOF_NORESTART ); #line 173 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 178 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::RunningAnim(void) { #line 179 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_RUN , AOF_LOOPING | AOF_NORESTART ); #line 180 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 181 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::WalkingAnim(void) { #line 182 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" RunningAnim (); #line 183 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 184 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::RotatingAnim(void) { #line 185 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" RunningAnim (); #line 186 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 189 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::IdleSound(void) { #line 190 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soSound , SOUND_IDLE , SOF_3D ); #line 191 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 192 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::SightSound(void) { #line 193 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soSound , SOUND_SIGHT , SOF_3D ); #line 194 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 195 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::WoundSound(void) { #line 196 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soSound , SOUND_WOUND , SOF_3D ); #line 197 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 198 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::DeathSound(void) { #line 199 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soSound , SOUND_DEATH , SOF_3D ); #line 200 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 203 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" void CGrunt::EnemyPostInit(void) #line 204 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" { #line 206 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_soFire1 . Set3DParameters (160.0f , 50.0f , 1.0f , 1.0f); #line 207 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_soFire2 . Set3DParameters (160.0f , 50.0f , 1.0f , 1.0f); #line 208 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } BOOL CGrunt:: #line 214 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" Fire(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CGrunt_Fire ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CGrunt::Fire expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 216 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" if(!(m_gtType == GT_SOLDIER )){ Jump(STATE_CURRENT,0x01570008, FALSE, EInternal());return TRUE;} #line 217 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" STATE_CGrunt_SoldierAttack, TRUE; Jump(STATE_CURRENT, 0x01570001, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570001_Fire_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570001 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CGrunt_SoldierAttack, TRUE, EVoid());return TRUE;case EVENTCODE_EEnd: Jump(STATE_CURRENT,0x01570002, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x01570002_Fire_02(const CEntityEvent &__eeInput){ #undef STATE_CURRENT #define STATE_CURRENT 0x01570002 const EEnd&__e= (EEnd&)__eeInput; ;Jump(STATE_CURRENT,0x01570007, FALSE, EInternal());return TRUE;}BOOL CGrunt::H0x01570008_Fire_08(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570008 if(!(m_gtType == GT_COMMANDER )){ Jump(STATE_CURRENT,0x01570006, FALSE, EInternal());return TRUE;} #line 220 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" STATE_CGrunt_CommanderAttack, TRUE; Jump(STATE_CURRENT, 0x01570003, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570003_Fire_03(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570003 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CGrunt_CommanderAttack, TRUE, EVoid());return TRUE;case EVENTCODE_EEnd: Jump(STATE_CURRENT,0x01570004, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x01570004_Fire_04(const CEntityEvent &__eeInput){ #undef STATE_CURRENT #define STATE_CURRENT 0x01570004 const EEnd&__e= (EEnd&)__eeInput; ;Jump(STATE_CURRENT,0x01570005, FALSE, EInternal());return TRUE;}BOOL CGrunt::H0x01570006_Fire_06(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570006 { #line 223 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ASSERT (FALSE ); #line 224 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" }Jump(STATE_CURRENT,0x01570005, FALSE, EInternal());return TRUE;} BOOL CGrunt::H0x01570005_Fire_05(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570005 Jump(STATE_CURRENT,0x01570007, FALSE, EInternal());return TRUE;} BOOL CGrunt::H0x01570007_Fire_07(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570007 #line 225 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" Return(STATE_CURRENT,EReturn ()); #line 225 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CGrunt:: #line 229 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SoldierAttack(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CGrunt_SoldierAttack ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CGrunt::SoldierAttack expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 230 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StandingAnimFight (); #line 231 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.2f + FRnd () * 0.25f); Jump(STATE_CURRENT, 0x0157000a, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x0157000a_SoldierAttack_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0157000a switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0157000b, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x0157000b_SoldierAttack_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0157000b ; #line 233 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 234 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_SOL , FIREPOS_SOLDIER , ANGLE3D (0 , 0 , 0)); #line 235 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire1 , SOUND_FIRE , SOF_3D ); #line 237 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.15f + FRnd () * 0.1f); Jump(STATE_CURRENT, 0x0157000c, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x0157000c_SoldierAttack_03(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0157000c switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0157000d, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x0157000d_SoldierAttack_04(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0157000d ; #line 238 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 239 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_SOL , FIREPOS_SOLDIER , ANGLE3D (0 , 0 , 0)); #line 240 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire2 , SOUND_FIRE , SOF_3D ); #line 243 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(FRnd () * 0.333f); Jump(STATE_CURRENT, 0x0157000e, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x0157000e_SoldierAttack_05(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0157000e switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0157000f, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x0157000f_SoldierAttack_06(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0157000f ; #line 244 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" Return(STATE_CURRENT,EEnd ()); #line 244 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CGrunt:: #line 248 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" CommanderAttack(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CGrunt_CommanderAttack ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CGrunt::CommanderAttack expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 249 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StandingAnimFight (); #line 250 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.2f + FRnd () * 0.25f); Jump(STATE_CURRENT, 0x01570011, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570011_CommanderAttack_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570011 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01570012, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x01570012_CommanderAttack_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570012 ; #line 260 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 261 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_COM , FIREPOS_COMMANDER_DN , ANGLE3D (- 20 , 0 , 0)); #line 262 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire1 , SOUND_FIRE , SOF_3D ); #line 264 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.035f); Jump(STATE_CURRENT, 0x01570013, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570013_CommanderAttack_03(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570013 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01570014, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x01570014_CommanderAttack_04(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570014 ; #line 265 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 266 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_COM , FIREPOS_COMMANDER_DN , ANGLE3D (- 10 , 0 , 0)); #line 267 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire2 , SOUND_FIRE , SOF_3D ); #line 269 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.035f); Jump(STATE_CURRENT, 0x01570015, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570015_CommanderAttack_05(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570015 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01570016, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x01570016_CommanderAttack_06(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570016 ; #line 270 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 271 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_COM , FIREPOS_COMMANDER_DN , ANGLE3D (0 , 0 , 0)); #line 272 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire1 , SOUND_FIRE , SOF_3D ); #line 274 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.035f); Jump(STATE_CURRENT, 0x01570017, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570017_CommanderAttack_07(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570017 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01570018, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x01570018_CommanderAttack_08(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01570018 ; #line 275 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 276 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_COM , FIREPOS_COMMANDER_DN , ANGLE3D (10 , 0 , 0)); #line 277 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire2 , SOUND_FIRE , SOF_3D ); #line 279 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(0.035f); Jump(STATE_CURRENT, 0x01570019, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x01570019_CommanderAttack_09(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01570019 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0157001a, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x0157001a_CommanderAttack_10(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0157001a ; #line 280 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StartModelAnim (GRUNT_ANIM_FIRE , 0); #line 281 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ShootProjectile (PRT_GRUNT_PROJECTILE_COM , FIREPOS_COMMANDER_DN , ANGLE3D (20 , 0 , 0)); #line 282 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" PlaySound (m_soFire2 , SOUND_FIRE , SOF_3D ); #line 284 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetTimerAfter(FRnd () * 0.5f); Jump(STATE_CURRENT, 0x0157001b, FALSE, EBegin());return TRUE;}BOOL CGrunt::H0x0157001b_CommanderAttack_11(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0157001b switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0157001c, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGrunt::H0x0157001c_CommanderAttack_12(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0157001c ; #line 285 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" Return(STATE_CURRENT,EEnd ()); #line 285 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CGrunt:: #line 291 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" Main(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CGrunt_Main ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CGrunt::Main expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 293 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" InitAsModel (); #line 294 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetPhysicsFlags (EPF_MODEL_WALKING | EPF_HASLUNGS ); #line 295 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetCollisionFlags (ECF_MODEL ); #line 296 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetFlags (GetFlags () | ENF_ALIVE ); #line 297 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" en_tmMaxHoldBreath = 5.0f; #line 298 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" en_fDensity = 2000.0f; #line 302 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetModel (MODEL_GRUNT ); #line 303 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" switch(m_gtType ){ #line 304 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" case GT_SOLDIER : #line 306 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetModelMainTexture (TEXTURE_SOLDIER ); #line 307 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" AddAttachment (GRUNT_ATTACHMENT_GUN_SMALL , MODEL_GUN_SOLDIER , TEXTURE_GUN_SOLDIER ); #line 309 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fWalkSpeed = FRnd () + 2.5f; #line 310 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_aWalkRotateSpeed = AngleDeg (FRnd () * 10.0f + 500.0f); #line 311 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fAttackRunSpeed = FRnd () + 6.5f; #line 312 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_aAttackRotateSpeed = AngleDeg (FRnd () * 50 + 245.0f); #line 313 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fCloseRunSpeed = FRnd () + 6.5f; #line 314 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_aCloseRotateSpeed = AngleDeg (FRnd () * 50 + 245.0f); #line 316 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fAttackDistance = 80.0f; #line 317 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fCloseDistance = 0.0f; #line 318 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fStopDistance = 8.0f; #line 319 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fAttackFireTime = 2.0f; #line 320 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fCloseFireTime = 1.0f; #line 321 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fIgnoreRange = 200.0f; #line 323 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fBlowUpAmount = 80.0f; #line 324 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fBodyParts = 4; #line 325 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fDamageWounded = 0.0f; #line 326 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_iScore = 500; #line 327 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetHealth (40.0f); #line 328 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fMaxHealth = 40.0f; #line 330 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" GetModelObject () -> StretchModel (FLOAT3D (STRETCH_SOLDIER , STRETCH_SOLDIER , STRETCH_SOLDIER )); #line 331 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" break ; #line 333 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" case GT_COMMANDER : #line 335 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetModelMainTexture (TEXTURE_COMMANDER ); #line 336 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" AddAttachment (GRUNT_ATTACHMENT_GUN_COMMANDER , MODEL_GUN_COMMANDER , TEXTURE_GUN_COMMANDER ); #line 338 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fWalkSpeed = FRnd () + 2.5f; #line 339 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_aWalkRotateSpeed = AngleDeg (FRnd () * 10.0f + 500.0f); #line 340 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fAttackRunSpeed = FRnd () + 8.0f; #line 341 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_aAttackRotateSpeed = AngleDeg (FRnd () * 50 + 245.0f); #line 342 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fCloseRunSpeed = FRnd () + 8.0f; #line 343 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_aCloseRotateSpeed = AngleDeg (FRnd () * 50 + 245.0f); #line 345 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fAttackDistance = 90.0f; #line 346 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fCloseDistance = 0.0f; #line 347 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fStopDistance = 15.0f; #line 348 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fAttackFireTime = 4.0f; #line 349 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fCloseFireTime = 2.0f; #line 351 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fIgnoreRange = 200.0f; #line 353 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fBodyParts = 5; #line 354 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fDamageWounded = 0.0f; #line 355 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_iScore = 800; #line 356 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" SetHealth (60.0f); #line 357 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" m_fMaxHealth = 60.0f; #line 359 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" GetModelObject () -> StretchModel (FLOAT3D (STRETCH_COMMANDER , STRETCH_COMMANDER , STRETCH_COMMANDER )); #line 360 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" break ; #line 361 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" } #line 363 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" ModelChangeNotify (); #line 364 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" StandingAnim (); #line 367 "D:/SE1_GPL/Sources/EntitiesMP/Grunt.es" Jump(STATE_CURRENT, STATE_CEnemyBase_MainLoop, FALSE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};