/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #line 4 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" #include "StdH.h" #include "Models/Enemies/Scorpman/Scorpman.h" #include "Models/Enemies/Scorpman/Gun.h" #include #include #line 21 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" #define GUN_X 0.375f #define GUN_Y 0.6f #define GUN_Z -1.85f #define STRETCH_SOLDIER 2 #define STRETCH_GENERAL 3 #define STRETCH_MONSTER 4 // info structure static EntityInfo eiScorpman = { EIBT_FLESH, 1000.0f, 0, 1.6f*STRETCH_SOLDIER, 0, // source (eyes) 0.0f, 1.0f*STRETCH_SOLDIER, 0.0f, // target (body) }; static EntityInfo eiScorpmanGeneral = { EIBT_FLESH, 1500.0f, 0, 1.6f*STRETCH_GENERAL, 0, // source (eyes) 0.0f, 1.0f*STRETCH_GENERAL, 0.0f, // target (body) }; static EntityInfo eiScorpmanMonster = { EIBT_FLESH, 2000.0f, 0, 1.6f*STRETCH_MONSTER, 0, // source (eyes) 0.0f, 1.0f*STRETCH_MONSTER, 0.0f, // target (body) }; #define LIGHT_ANIM_FIRE 3 #define LIGHT_ANIM_NONE 5 void CScorpman::SetDefaultProperties(void) { m_smtType = SMT_SOLDIER ; m_bFireBulletCount = 0; m_iSpawnEffect = 0; m_fFireTime = 0.0f; m_aoLightAnimation.SetData(NULL); m_bSleeping = FALSE ; CEnemyBase::SetDefaultProperties(); } CTString CScorpman::GetPlayerKillDescription(const CTString & strPlayerName,const EDeath & eDeath) #line 91 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 92 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CTString str ; #line 93 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(eDeath . eLastDamage . dmtType == DMT_CLOSERANGE ){ #line 94 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" str . PrintF (TRANS ("%s was stabbed by an Arachnoid") , strPlayerName ); #line 95 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 96 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" str . PrintF (TRANS ("An Arachnoid poured lead into %s") , strPlayerName ); #line 97 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 98 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return str ; #line 99 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 100 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::Precache(void) { #line 101 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CEnemyBase :: Precache (); #line 102 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheModel (MODEL_FLARE ); #line 103 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheSound (SOUND_IDLE ); #line 104 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheSound (SOUND_SIGHT ); #line 105 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheSound (SOUND_WOUND ); #line 106 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheSound (SOUND_FIRE ); #line 107 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheSound (SOUND_KICK ); #line 108 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrecacheSound (SOUND_DEATH ); #line 109 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 112 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::Read_t(CTStream * istr) { #line 113 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CEnemyBase :: Read_t (istr ); #line 116 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetupLightSource (); #line 117 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 120 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" BOOL CScorpman::FillEntityStatistics(EntityStats * pes) #line 121 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 122 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CEnemyBase :: FillEntityStatistics (pes ); #line 123 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(m_smtType ){ #line 124 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_MONSTER : {pes -> es_strName += " Monster";}break ; #line 125 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_GENERAL : {pes -> es_strName += " General";}break ; #line 126 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_SOLDIER : {pes -> es_strName += " Soldier";}break ; #line 127 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 128 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE ; #line 129 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } const CTFileName & CScorpman::GetComputerMessageName(void)const { #line 133 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" static DECLARE_CTFILENAME (fnmGeneral , "Data\\Messages\\Enemies\\ScorpmanGeneral.txt"); #line 134 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" static DECLARE_CTFILENAME (fnmSoldier , "Data\\Messages\\Enemies\\ScorpmanSoldier.txt"); #line 135 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(m_smtType ){ #line 136 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" default : ASSERT (FALSE ); #line 137 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_MONSTER : #line 138 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_GENERAL : return fnmGeneral ; #line 139 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_SOLDIER : return fnmSoldier ; #line 140 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 141 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 144 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CLightSource * CScorpman::GetLightSource(void) { #line 145 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(! IsPredictor ()){ #line 146 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return & m_lsLightSource ; #line 147 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 148 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return NULL ; #line 149 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 150 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 152 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" BOOL CScorpman::ForcesCannonballToExplode(void) #line 153 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 154 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_smtType != SMT_SOLDIER ){ #line 155 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE ; #line 156 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 157 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return CEnemyBase :: ForcesCannonballToExplode (); #line 158 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 161 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::SetupLightSource(void) { #line 163 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CLightSource lsNew ; #line 164 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_ulFlags = LSF_NONPERSISTENT | LSF_DYNAMIC ; #line 165 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_rHotSpot = 2.0f; #line 166 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_rFallOff = 8.0f; #line 167 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_colColor = RGBToColor (128 , 128 , 128); #line 168 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_plftLensFlare = NULL ; #line 169 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_ubPolygonalMask = 0; #line 170 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" lsNew . ls_paoLightAnimation = & m_aoLightAnimation ; #line 172 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_lsLightSource . ls_penEntity = this ; #line 173 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_lsLightSource . SetLightSource (lsNew ); #line 174 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 176 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::PlayLightAnim(INDEX iAnim,ULONG ulFlags) { #line 177 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_aoLightAnimation . GetData () != NULL ){ #line 178 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aoLightAnimation . PlayAnim (iAnim , ulFlags ); #line 179 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 180 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 183 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::MinigunOn(void) #line 184 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 185 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlayLightAnim (LIGHT_ANIM_FIRE , AOF_LOOPING ); #line 186 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CModelObject * pmoGun = & GetModelObject () -> GetAttachmentModel (SCORPMAN_ATTACHMENT_MINIGUN ) -> #line 187 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" amo_moModelObject ; #line 188 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" pmoGun -> PlayAnim (GUN_ANIM_FIRE , AOF_LOOPING ); #line 189 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" AddAttachmentToModel (this , * pmoGun , GUN_ATTACHMENT_FLAME , MODEL_FLARE , TEXTURE_GUN , 0 , 0 , 0); #line 190 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(m_smtType ){ #line 191 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_SOLDIER : pmoGun -> StretchModel (FLOAT3D (2.0f , 2.0f , 2.0f));break ; #line 192 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_GENERAL : pmoGun -> StretchModel (FLOAT3D (3.0f , 3.0f , 3.0f));break ; #line 193 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_MONSTER : pmoGun -> StretchModel (FLOAT3D (4.0f , 4.0f , 4.0f));break ; #line 194 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 195 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 196 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::MinigunOff(void) #line 197 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 198 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlayLightAnim (LIGHT_ANIM_NONE , 0); #line 199 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CModelObject * pmoGun = & GetModelObject () -> GetAttachmentModel (SCORPMAN_ATTACHMENT_MINIGUN ) -> #line 200 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" amo_moModelObject ; #line 201 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" pmoGun -> PlayAnim (GUN_ANIM_IDLE , AOF_LOOPING ); #line 202 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" pmoGun -> RemoveAttachmentModel (GUN_ATTACHMENT_FLAME ); #line 203 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 205 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void * CScorpman::GetEntityInfo(void) { #line 206 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_smtType == SMT_MONSTER ){ #line 207 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return & eiScorpmanMonster ; #line 208 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else if(m_smtType == SMT_GENERAL ){ #line 209 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return & eiScorpmanGeneral ; #line 210 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 211 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return & eiScorpman ; #line 212 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 213 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 216 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::ReceiveDamage(CEntity * penInflictor,enum DamageType dmtType, #line 217 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" FLOAT fDamageAmmount,const FLOAT3D & vHitPoint,const FLOAT3D & vDirection) #line 218 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 220 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(! IsOfClass (penInflictor , "Scorpman")){ #line 221 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CEnemyBase :: ReceiveDamage (penInflictor , dmtType , fDamageAmmount , vHitPoint , vDirection ); #line 222 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 223 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 227 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" INDEX CScorpman::AnimForDamage(FLOAT fDamage) { #line 228 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" INDEX iAnim ; #line 229 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(IRnd () % 3){ #line 230 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case 0: iAnim = SCORPMAN_ANIM_WOUND01 ;break ; #line 231 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case 1: iAnim = SCORPMAN_ANIM_WOUND02 ;break ; #line 232 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case 2: iAnim = SCORPMAN_ANIM_WOUND03 ;break ; #line 233 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" default : ASSERTALWAYS ("Scorpman unknown damage"); #line 234 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 235 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (iAnim , 0); #line 236 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MinigunOff (); #line 237 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return iAnim ; #line 238 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 241 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" INDEX CScorpman::AnimForDeath(void) { #line 242 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_DEATH , 0); #line 243 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MinigunOff (); #line 244 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return SCORPMAN_ANIM_DEATH ; #line 245 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 247 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" FLOAT CScorpman::WaitForDust(FLOAT3D & vStretch) { #line 248 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(GetModelObject () -> GetAnim () == SCORPMAN_ANIM_DEATH ) #line 249 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 250 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" vStretch = FLOAT3D (1 , 1 , 1) * 1.5f; #line 251 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return 1.3f; #line 252 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 253 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return - 1.0f; #line 254 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 256 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::DeathNotify(void) { #line 257 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" ChangeCollisionBoxIndexWhenPossible (SCORPMAN_COLLISION_BOX_DEATH ); #line 258 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetCollisionFlags (ECF_MODEL ); #line 259 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 262 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::StandingAnim(void) { #line 263 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_IDLE , AOF_LOOPING | AOF_NORESTART ); #line 264 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 265 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::WalkingAnim(void) { #line 266 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_WALK , AOF_LOOPING | AOF_NORESTART ); #line 267 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 268 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::RunningAnim(void) { #line 269 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_WALK , AOF_LOOPING | AOF_NORESTART ); #line 270 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 271 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::RotatingAnim(void) { #line 272 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_WALK , AOF_LOOPING | AOF_NORESTART ); #line 273 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 276 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::IdleSound(void) { #line 277 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlaySound (m_soSound , SOUND_IDLE , SOF_3D ); #line 278 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 279 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::SightSound(void) { #line 280 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlaySound (m_soSound , SOUND_SIGHT , SOF_3D ); #line 281 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 282 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::WoundSound(void) { #line 283 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlaySound (m_soSound , SOUND_WOUND , SOF_3D ); #line 284 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 285 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::DeathSound(void) { #line 286 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlaySound (m_soSound , SOUND_DEATH , SOF_3D ); #line 287 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 293 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" BOOL CScorpman::CanFireAtPlayer(void) #line 294 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 296 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" FLOAT3D vSource , vTarget ; #line 297 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" GetPositionCastRay (this , m_penEnemy , vSource , vTarget ); #line 300 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CPlacement3D plBullet ; #line 301 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_OrientationAngle = ANGLE3D (0 , 0 , 0); #line 302 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector = FLOAT3D (GUN_X , GUN_Y , 0); #line 304 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_smtType == SMT_MONSTER ){ #line 305 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector *= STRETCH_MONSTER ; #line 306 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else if(m_smtType == SMT_GENERAL ){ #line 307 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector *= STRETCH_GENERAL ; #line 308 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 309 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector *= STRETCH_SOLDIER ; #line 310 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 311 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . RelativeToAbsolute (GetPlacement ()); #line 312 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" vSource = plBullet . pl_PositionVector ; #line 315 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CCastRay crRay (this , vSource , vTarget ); #line 316 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" crRay . cr_ttHitModels = CCastRay :: TT_NONE ; #line 317 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" crRay . cr_bHitTranslucentPortals = FALSE ; #line 318 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" en_pwoWorld -> CastRay (crRay ); #line 321 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return (crRay . cr_penHit == NULL ); #line 322 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 324 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::PrepareBullet(FLOAT fDamage) { #line 326 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CPlacement3D plBullet ; #line 327 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_OrientationAngle = ANGLE3D (0 , 0 , 0); #line 328 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector = FLOAT3D (GUN_X , GUN_Y , 0); #line 330 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_smtType == SMT_MONSTER ){ #line 331 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector *= STRETCH_MONSTER ; #line 332 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else if(m_smtType == SMT_GENERAL ){ #line 333 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector *= STRETCH_GENERAL ; #line 334 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 335 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . pl_PositionVector *= STRETCH_SOLDIER ; #line 336 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 337 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" plBullet . RelativeToAbsolute (GetPlacement ()); #line 339 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" penBullet = CreateEntity (plBullet , CLASS_BULLET ); #line 341 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" EBulletInit eInit ; #line 342 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" eInit . penOwner = this ; #line 343 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" eInit . fDamage = fDamage ; #line 344 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" penBullet -> Initialize (eInit ); #line 345 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 348 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::FireBullet(void) { #line 350 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_bFireBulletCount ++; #line 351 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_bFireBulletCount > 1){m_bFireBulletCount = 0;} #line 352 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_bFireBulletCount == 1){return ;} #line 354 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PrepareBullet (3.0f); #line 355 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" ((CBullet &) * penBullet ) . CalcTarget (m_penEnemy , 250); #line 356 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" ((CBullet &) * penBullet ) . CalcJitterTarget (10); #line 357 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" ((CBullet &) * penBullet ) . LaunchBullet (TRUE , TRUE , TRUE ); #line 358 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" ((CBullet &) * penBullet ) . DestroyBullet (); #line 359 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 363 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" void CScorpman::EnemyPostInit(void) #line 364 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" { #line 366 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_soSound . Set3DParameters (160.0f , 50.0f , 1.0f , 1.0f); #line 367 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } BOOL CScorpman:: #line 374 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Fire(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CScorpman_Fire ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CScorpman::Fire expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 375 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(! CanFireAtPlayer ()){ #line 376 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Return(STATE_CURRENT,EReturn ()); #line 376 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; #line 377 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 380 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(m_smtType ){ #line 381 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_MONSTER : #line 382 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fDamageConfused = 200; #line 383 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fFireTime = 8.0f; #line 384 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" break ; #line 385 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_GENERAL : #line 386 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fDamageConfused = 100; #line 387 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fFireTime = 4.0f; #line 388 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" break ; #line 389 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_SOLDIER : #line 390 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fDamageConfused = 50; #line 391 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fFireTime = 2.0f; #line 392 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" break ; #line 393 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 394 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(GetSP () -> sp_gdGameDifficulty <= CSessionProperties :: GD_EASY ){ #line 395 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fFireTime *= 0.5f; #line 396 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 398 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_STANDTOFIRE , 0); #line 399 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fLockOnEnemyTime = GetModelObject () -> GetAnimLength (SCORPMAN_ANIM_STANDTOFIRE ) + 0.5f + FRnd () / 3; #line 400 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" STATE_CEnemyBase_LockOnEnemy, FALSE; Jump(STATE_CURRENT, 0x01320001, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x01320001_Fire_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01320001 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CEnemyBase_LockOnEnemy, FALSE, EVoid());return TRUE;case EVENTCODE_EReturn: Jump(STATE_CURRENT,0x01320002, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CScorpman::H0x01320002_Fire_02(const CEntityEvent &__eeInput){ #undef STATE_CURRENT #define STATE_CURRENT 0x01320002 const EReturn&__e= (EReturn&)__eeInput; ; #line 403 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_iSpawnEffect = 0; #line 404 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fFireTime += _pTimer -> CurrentTick (); #line 405 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_bFireBulletCount = 0; #line 406 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlaySound (m_soSound , SOUND_FIRE , SOF_3D | SOF_LOOP ); #line 407 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MinigunOn (); #line 409 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Jump(STATE_CURRENT,0x01320005, FALSE, EInternal());return TRUE;}BOOL CScorpman::H0x01320005_Fire_05(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320005 if(!(m_fFireTime > _pTimer -> CurrentTick ())){ Jump(STATE_CURRENT,0x01320006, FALSE, EInternal());return TRUE;} #line 410 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fMoveFrequency = 0.1f; #line 411 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAfter(m_fMoveFrequency ); Jump(STATE_CURRENT, 0x01320003, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x01320003_Fire_03(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01320003 switch(__eeInput.ee_slEvent){case(EVENTCODE_EBegin):{const EBegin&e= (EBegin&)__eeInput; #line 414 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" AddToFuss (); #line 416 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" FireBullet (); #line 417 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_vDesiredPosition = m_penEnemy -> GetPlacement () . pl_PositionVector ; #line 419 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(! IsInPlaneFrustum (m_penEnemy , CosFast (5.0f))){ #line 420 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fMoveSpeed = 0.0f; #line 421 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aRotateSpeed = 4000.0f; #line 422 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_WALK_AND_FIRE , AOF_LOOPING | AOF_NORESTART ); #line 424 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 425 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fMoveSpeed = 0.0f; #line 426 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aRotateSpeed = 0.0f; #line 427 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_FIRE_MINIGUN , AOF_LOOPING | AOF_NORESTART ); #line 428 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 430 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetDesiredMovement (); #line 431 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; #line 432 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break;case(EVENTCODE_ETimer):{const ETimer&e= (ETimer&)__eeInput; UnsetTimer();Jump(STATE_CURRENT,0x01320004, FALSE, EInternal());return TRUE;}ASSERT(FALSE);break;default: return FALSE; break; #line 434 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }return TRUE;}BOOL CScorpman::H0x01320004_Fire_04(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320004 Jump(STATE_CURRENT,0x01320005, FALSE, EInternal());return TRUE; #line 435 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }BOOL CScorpman::H0x01320006_Fire_06(const CEntityEvent &__eeInput) { ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320006 #line 436 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_soSound . Stop (); #line 437 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MinigunOff (); #line 439 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fShootTime = _pTimer -> CurrentTick () + m_fAttackFireTime * (1.0f + FRnd () / 3.0f); #line 442 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_FIRETOSTAND , 0); #line 443 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAfter(GetModelObject () -> GetAnimLength (SCORPMAN_ANIM_FIRETOSTAND )); Jump(STATE_CURRENT, 0x01320007, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x01320007_Fire_07(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01320007 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01320008, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CScorpman::H0x01320008_Fire_08(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320008 ; #line 445 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MaybeSwitchToAnotherPlayer (); #line 448 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Return(STATE_CURRENT,EReturn ()); #line 448 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CScorpman:: #line 452 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Hit(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CScorpman_Hit ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CScorpman::Hit expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 454 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_SPIKEHIT , 0); #line 455 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAfter(0.5f); Jump(STATE_CURRENT, 0x0132000a, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x0132000a_Hit_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0132000a switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0132000b, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CScorpman::H0x0132000b_Hit_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0132000b ; #line 456 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PlaySound (m_soSound , SOUND_KICK , SOF_3D ); #line 457 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(CalcDist (m_penEnemy ) < m_fCloseDistance ){ #line 458 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" FLOAT3D vDirection = m_penEnemy -> GetPlacement () . pl_PositionVector - GetPlacement () . pl_PositionVector ; #line 459 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" vDirection . Normalize (); #line 460 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_smtType == SMT_MONSTER ){ #line 461 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" InflictDirectDamage (m_penEnemy , this , DMT_CLOSERANGE , 80.0f , FLOAT3D (0 , 0 , 0) , vDirection ); #line 462 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else if(m_smtType == SMT_GENERAL ){ #line 463 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" InflictDirectDamage (m_penEnemy , this , DMT_CLOSERANGE , 40.0f , FLOAT3D (0 , 0 , 0) , vDirection ); #line 464 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }else { #line 465 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" InflictDirectDamage (m_penEnemy , this , DMT_CLOSERANGE , 20.0f , FLOAT3D (0 , 0 , 0) , vDirection ); #line 466 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 467 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 468 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAfter(0.3f); Jump(STATE_CURRENT, 0x0132000c, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x0132000c_Hit_03(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0132000c switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0132000d, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CScorpman::H0x0132000d_Hit_04(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0132000d ; #line 469 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MaybeSwitchToAnotherPlayer (); #line 470 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Return(STATE_CURRENT,EReturn ()); #line 470 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CScorpman:: #line 473 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Sleep(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CScorpman_Sleep ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CScorpman::Sleep expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 476 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_SLEEP , AOF_LOOPING ); #line 478 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAt(THINKTIME_NEVER); Jump(STATE_CURRENT, 0x0132000f, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x0132000f_Sleep_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0132000f switch(__eeInput.ee_slEvent){case(EVENTCODE_ETrigger):{const ETrigger&eTrigger= (ETrigger&)__eeInput; #line 482 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTargetSoft (eTrigger . penCaused ); #line 484 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Jump(STATE_CURRENT, STATE_CScorpman_WakeUp, TRUE, EVoid());return TRUE; #line 485 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break;case(EVENTCODE_EDamage):{const EDamage&eDamage= (EDamage&)__eeInput; #line 489 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Jump(STATE_CURRENT, STATE_CScorpman_WakeUp, TRUE, EVoid());return TRUE; #line 490 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break;default:{ #line 492 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; #line 493 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break; #line 494 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }return TRUE;}BOOL CScorpman::H0x01320010_Sleep_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320010 ASSERT(FALSE); return TRUE;};BOOL CScorpman:: #line 497 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" WakeUp(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CScorpman_WakeUp ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CScorpman::WakeUp expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 500 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SightSound (); #line 501 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" StartModelAnim (SCORPMAN_ANIM_WAKEUP , 0); #line 502 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAfter(GetModelObject () -> GetCurrentAnimLength ()); Jump(STATE_CURRENT, 0x01320012, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x01320012_WakeUp_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01320012 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01320013, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CScorpman::H0x01320013_WakeUp_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320013 ; #line 505 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SendToTarget (m_penDeathTarget , m_eetDeathType ); #line 507 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Return(STATE_CURRENT,EReturn ()); #line 507 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CScorpman:: #line 511 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" PreMainLoop(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CScorpman_PreMainLoop ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CScorpman::PreMainLoop expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 514 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(!(m_bSleeping )){ Jump(STATE_CURRENT,0x01320017, FALSE, EInternal());return TRUE;} #line 515 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_bSleeping = FALSE ; #line 517 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetTimerAt(THINKTIME_NEVER); Jump(STATE_CURRENT, 0x01320015, FALSE, EBegin());return TRUE;}BOOL CScorpman::H0x01320015_PreMainLoop_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01320015 switch(__eeInput.ee_slEvent){case(EVENTCODE_EBegin):{const EBegin&e= (EBegin&)__eeInput; #line 519 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Call(STATE_CURRENT, STATE_CScorpman_Sleep, TRUE, EVoid());return TRUE; #line 520 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break;case(EVENTCODE_EReturn):{const EReturn&e= (EReturn&)__eeInput; #line 522 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" UnsetTimer();Jump(STATE_CURRENT,0x01320016, FALSE, EInternal());return TRUE; #line 523 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break;case(EVENTCODE_EDeath):{const EDeath&eDeath= (EDeath&)__eeInput; #line 527 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Jump(STATE_CURRENT, STATE_CEnemyBase_Die, FALSE, eDeath );return TRUE; #line 528 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }ASSERT(FALSE);break;default: return FALSE; break; #line 529 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }return TRUE;}BOOL CScorpman::H0x01320016_PreMainLoop_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320016 Jump(STATE_CURRENT,0x01320017, FALSE, EInternal());return TRUE;}BOOL CScorpman::H0x01320017_PreMainLoop_03(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01320017 #line 531 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Return(STATE_CURRENT,EReturn ()); #line 531 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CScorpman:: #line 537 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Main(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CScorpman_Main ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CScorpman::Main expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 538 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" if(m_smtType == SMT_MONSTER ){ #line 539 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_smtType = SMT_GENERAL ; #line 540 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 543 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" InitAsModel (); #line 544 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetPhysicsFlags (EPF_MODEL_WALKING | EPF_HASLUNGS ); #line 545 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetCollisionFlags (ECF_MODEL ); #line 546 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetFlags (GetFlags () | ENF_ALIVE ); #line 547 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" en_tmMaxHoldBreath = 25.0f; #line 548 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" en_fDensity = 3000.0f; #line 551 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModel (MODEL_SCORPMAN ); #line 552 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(m_smtType ){ #line 553 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_SOLDIER : #line 555 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModelMainTexture (TEXTURE_SOLDIER ); #line 556 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModelSpecularTexture (TEXTURE_SPECULAR ); #line 557 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetHealth (300.0f); #line 558 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fMaxHealth = 300.0f; #line 560 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fDamageWounded = 200.0f; #line 561 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fBlowUpAmount = 1E10f; #line 562 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fBodyParts = 30; #line 564 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackDistance = 200.0f; #line 565 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseDistance = 5.0f; #line 566 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fStopDistance = 4.5f; #line 567 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackFireTime = 0.5f; #line 568 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseFireTime = 1.0f; #line 569 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fIgnoreRange = 350.0f; #line 570 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_iScore = 1000; #line 571 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" break ; #line 573 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_GENERAL : #line 575 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModelMainTexture (TEXTURE_GENERAL ); #line 576 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModelSpecularTexture (TEXTURE_SPECULAR ); #line 577 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetHealth (600.0f); #line 578 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fMaxHealth = 600.0f; #line 580 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fDamageWounded = 400.0f; #line 581 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fBlowUpAmount = 1E10f; #line 582 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fBodyParts = 30; #line 584 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackDistance = 200.0f; #line 585 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseDistance = 5.0f; #line 586 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fStopDistance = 4.5f; #line 587 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackFireTime = 2.0f; #line 588 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseFireTime = 1.0f; #line 589 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fIgnoreRange = 350.0f; #line 590 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_iScore = 5000; #line 591 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" break ; #line 593 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_MONSTER : #line 595 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModelMainTexture (TEXTURE_GENERAL ); #line 596 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetModelSpecularTexture (TEXTURE_SPECULAR ); #line 597 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetHealth (1200.0f); #line 598 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fMaxHealth = 1200.0f; #line 600 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fDamageWounded = 800.0f; #line 601 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fBlowUpAmount = 1E10f; #line 602 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fBodyParts = 60; #line 604 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackDistance = 250.0f; #line 605 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseDistance = 11.0f; #line 606 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fStopDistance = 9.0f; #line 607 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackFireTime = 2.0f; #line 608 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseFireTime = 1.0f; #line 609 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fIgnoreRange = 500.0f; #line 610 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_iScore = 10000; #line 611 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" break ; #line 612 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 614 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" AddAttachment (SCORPMAN_ATTACHMENT_MINIGUN , MODEL_GUN , TEXTURE_GUN ); #line 617 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" switch(m_smtType ){ #line 618 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_SOLDIER : GetModelObject () -> StretchModel (FLOAT3D (1.0f , 1.0f , 1.0f) * STRETCH_SOLDIER );break ; #line 619 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_GENERAL : GetModelObject () -> StretchModel (FLOAT3D (1.0f , 1.0f , 1.0f) * STRETCH_GENERAL );break ; #line 620 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" case SMT_MONSTER : GetModelObject () -> StretchModel (FLOAT3D (1.0f , 1.0f , 1.0f) * STRETCH_MONSTER );break ; #line 621 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 623 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" ModelChangeNotify (); #line 626 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fWalkSpeed = FRnd () + 1.5f; #line 627 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aWalkRotateSpeed = AngleDeg (FRnd () * 20.0f + 550.0f); #line 628 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fAttackRunSpeed = FRnd () * 1.5f + 4.5f; #line 629 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aAttackRotateSpeed = AngleDeg (FRnd () * 50.0f + 275.0f); #line 630 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_fCloseRunSpeed = FRnd () * 1.5f + 4.5f; #line 631 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aCloseRotateSpeed = AngleDeg (FRnd () * 50.0f + 275.0f); #line 634 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" CEnemyBase :: SizeModel (); #line 636 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" SetupLightSource (); #line 638 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" try { #line 639 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" m_aoLightAnimation . SetData_t (CTFILENAME ("Animations\\BasicEffects.ani")); #line 640 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" }catch (char * strError ){ #line 641 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" WarningMessage (TRANS ("Cannot load Animations\\BasicEffects.ani: %s") , strError ); #line 642 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" } #line 643 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" MinigunOff (); #line 646 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es" Jump(STATE_CURRENT, STATE_CEnemyBase_MainLoop, FALSE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};