303 %{ #include "Entities/StdH/StdH.h" #include "Models/Enemies/Headman/headman.h" %} uses "Entities/EnemyBase"; uses "Entities/BasicEffects"; enum HeadmanType { 0 HDT_FIRECRACKER "Fire Cracker", 1 HDT_ROCKETMAN "Rocketman", 2 HDT_BOMBERMAN "Bomberman", 3 HDT_KAMIKAZE "Kamikaze", }; %{ // info structure static EntityInfo eiHeadman = { EIBT_FLESH, 100.0f, 0.0f, 1.9f, 0.0f, // source (eyes) 0.0f, 1.0f, 0.0f, // target (body) }; #define EXPLODE_KAMIKAZE 2.5f #define BOMBERMAN_ANGLE (45.0f) #define BOMBERMAN_LAUNCH (FLOAT3D(0.0f, 1.5f, 0.0f)) %} class CHeadman: CEnemyBase { name "Headman"; thumbnail "Thumbnails\\Headman.tbn"; properties: 1 enum HeadmanType m_hdtType "Type" 'Y' = HDT_FIRECRACKER, // class internal 5 BOOL m_bExploded = FALSE, 6 BOOL m_bAttackSound = FALSE, // playing kamikaze yelling sound components: 1 class CLASS_BASE "Classes\\EnemyBase.ecl", 2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 3 class CLASS_PROJECTILE "Classes\\Projectile.ecl", 10 model MODEL_HEADMAN "Models\\Enemies\\Headman\\Headman.mdl", 11 model MODEL_HEAD "Models\\Enemies\\Headman\\Head.mdl", 12 model MODEL_FIRECRACKERHEAD "Models\\Enemies\\Headman\\FirecrackerHead.mdl", 13 model MODEL_CHAINSAW "Models\\Enemies\\Headman\\ChainSaw.mdl", 15 model MODEL_ROCKETLAUNCHER "Models\\Enemies\\Headman\\RocketLauncher.mdl", 17 model MODEL_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.mdl", 20 texture TEXTURE_BOMBERMAN "Models\\Enemies\\Headman\\Bomberman.tex", 21 texture TEXTURE_FIRECRACKER "Models\\Enemies\\Headman\\Firecracker.tex", 22 texture TEXTURE_KAMIKAZE "Models\\Enemies\\Headman\\Kamikaze.tex", 23 texture TEXTURE_ROCKETMAN "Models\\Enemies\\Headman\\Rocketman.tex", 24 texture TEXTURE_HEAD "Models\\Enemies\\Headman\\Head.tex", 25 texture TEXTURE_FIRECRACKERHEAD "Models\\Enemies\\Headman\\FirecrackerHead.tex", 26 texture TEXTURE_CHAINSAW "Models\\Enemies\\Headman\\Chainsaw.tex", 28 texture TEXTURE_ROCKETLAUNCHER "Models\\Enemies\\Headman\\RocketLauncher.tex", 29 texture TEXTURE_BOMB "Models\\Enemies\\Headman\\Projectile\\Bomb.tex", // ************** SOUNDS ************** 50 sound SOUND_IDLE "Models\\Enemies\\Headman\\Sounds\\Idle.wav", 51 sound SOUND_IDLEKAMIKAZE "Models\\Enemies\\Headman\\Sounds\\IdleKamikaze.wav", 52 sound SOUND_SIGHT "Models\\Enemies\\Headman\\Sounds\\Sight.wav", 53 sound SOUND_WOUND "Models\\Enemies\\Headman\\Sounds\\Wound.wav", 54 sound SOUND_FIREROCKETMAN "Models\\Enemies\\Headman\\Sounds\\FireRocketman.wav", 55 sound SOUND_FIREFIRECRACKER "Models\\Enemies\\Headman\\Sounds\\FireFirecracker.wav", 56 sound SOUND_FIREBOMBERMAN "Models\\Enemies\\Headman\\Sounds\\FireBomberman.wav", 57 sound SOUND_ATTACKKAMIKAZE "Models\\Enemies\\Headman\\Sounds\\AttackKamikaze.wav", 58 sound SOUND_DEATH "Models\\Enemies\\Headman\\Sounds\\Death.wav", /* 60 model MODEL_HEADMAN_BODY "Models\\Enemies\\Headman\\Debris\\Torso.mdl", 61 model MODEL_HEADMAN_HAND "Models\\Enemies\\Headman\\Debris\\Arm.mdl", 62 model MODEL_HEADMAN_LEGS "Models\\Enemies\\Headman\\Debris\\Leg.mdl", */ functions: // describe how this enemy killed player virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath) { CTString str; if (eDeath.eLastDamage.dmtType==DMT_EXPLOSION) { if (m_hdtType==HDT_BOMBERMAN) { str.PrintF(TRANS("%s was bombed by a Bomberman"),(const char*) strPlayerName); } else { str.PrintF(TRANS("%s fell victim of a Kamikaze"),(const char*) strPlayerName); } } else if (m_hdtType==HDT_ROCKETMAN) { str.PrintF(TRANS("A Rocketeer tickled %s to death"),(const char*) strPlayerName); } else if (m_hdtType==HDT_FIRECRACKER) { str.PrintF(TRANS("A Firecracker tickled %s to death"),(const char*) strPlayerName); } return str; } /* Entity info */ void *GetEntityInfo(void) { return &eiHeadman; }; virtual const CTFileName &GetComputerMessageName(void) const { static DECLARE_CTFILENAME(fnmRocketman, "Data\\Messages\\Enemies\\Rocketman.txt"); static DECLARE_CTFILENAME(fnmFirecracker, "Data\\Messages\\Enemies\\Firecracker.txt"); static DECLARE_CTFILENAME(fnmBomberman, "Data\\Messages\\Enemies\\Bomberman.txt"); static DECLARE_CTFILENAME(fnmKamikaze, "Data\\Messages\\Enemies\\Kamikaze.txt"); switch(m_hdtType) { default: ASSERT(FALSE); case HDT_ROCKETMAN: return fnmRocketman; case HDT_FIRECRACKER: return fnmFirecracker; case HDT_BOMBERMAN: return fnmBomberman; case HDT_KAMIKAZE: return fnmKamikaze; } }; void Precache(void) { CEnemyBase::Precache(); PrecacheSound(SOUND_IDLE); PrecacheSound(SOUND_SIGHT); PrecacheSound(SOUND_WOUND); PrecacheSound(SOUND_DEATH); switch(m_hdtType) { case HDT_FIRECRACKER: { PrecacheSound(SOUND_FIREFIRECRACKER); PrecacheClass(CLASS_PROJECTILE, PRT_HEADMAN_FIRECRACKER); } break; case HDT_ROCKETMAN: { PrecacheSound(SOUND_FIREROCKETMAN); PrecacheClass(CLASS_PROJECTILE, PRT_HEADMAN_ROCKETMAN); } break; case HDT_BOMBERMAN: { PrecacheSound(SOUND_FIREBOMBERMAN); PrecacheClass(CLASS_PROJECTILE, PRT_HEADMAN_BOMBERMAN); PrecacheModel(MODEL_BOMB); PrecacheTexture(TEXTURE_BOMB); } break; case HDT_KAMIKAZE: { PrecacheSound(SOUND_ATTACKKAMIKAZE); PrecacheSound(SOUND_IDLEKAMIKAZE); PrecacheClass(CLASS_BASIC_EFFECT, BET_BOMB); PrecacheModel(MODEL_BOMB); PrecacheTexture(TEXTURE_BOMB); } break; } }; /* Fill in entity statistics - for AI purposes only */ BOOL FillEntityStatistics(EntityStats *pes) { CEnemyBase::FillEntityStatistics(pes); switch(m_hdtType) { case HDT_FIRECRACKER: { pes->es_strName+=" Firecracker"; } break; case HDT_ROCKETMAN: { pes->es_strName+=" Rocketman"; } break; case HDT_BOMBERMAN: { pes->es_strName+=" Bomberman"; } break; case HDT_KAMIKAZE: { pes->es_strName+=" Kamikaze"; } break; } return TRUE; } /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { // firecracker and rocketman can't harm headman if (!IsOfClass(penInflictor, "Headman") || !(((CHeadman*)penInflictor)->m_hdtType==HDT_FIRECRACKER || ((CHeadman*)penInflictor)->m_hdtType==HDT_ROCKETMAN)) { CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); } }; // damage anim INDEX AnimForDamage(FLOAT fDamage) { INDEX iAnim; if (IRnd()%2) { iAnim = HEADMAN_ANIM_WOUND1; } else { iAnim = HEADMAN_ANIM_WOUND2; } StartModelAnim(iAnim, 0); return iAnim; }; // death INDEX AnimForDeath(void) { INDEX iAnim; FLOAT3D vFront; GetHeadingDirection(0, vFront); FLOAT fDamageDir = m_vDamage%vFront; if (fDamageDir<0) { if (Abs(fDamageDir)<10.0f) { iAnim = HEADMAN_ANIM_DEATH_EASY_FALL_BACK; } else { iAnim = HEADMAN_ANIM_DEATH_FALL_BACK; } } else { if (Abs(fDamageDir)<10.0f) { iAnim = HEADMAN_ANIM_DEATH_EASY_FALL_FORWARD; } else { iAnim = HEADMAN_ANIM_DEATH_FALL_ON_KNEES; } } StartModelAnim(iAnim, 0); return iAnim; }; // should this enemy blow up (spawn debris) BOOL ShouldBlowUp(void) { if (m_hdtType==HDT_KAMIKAZE && GetHealth()<=0) { return TRUE; } else { return CEnemyBase::ShouldBlowUp(); } } void DeathNotify(void) { ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH); en_fDensity = 500.0f; }; // virtual anim functions void StandingAnim(void) { StartModelAnim(HEADMAN_ANIM_IDLE_PATROL, AOF_LOOPING|AOF_NORESTART); if (m_hdtType==HDT_KAMIKAZE) { KamikazeSoundOff(); } }; void StandingAnimFight(void) { StartModelAnim(HEADMAN_ANIM_IDLE_FIGHT, AOF_LOOPING|AOF_NORESTART); if (m_hdtType==HDT_KAMIKAZE) { KamikazeSoundOff(); } } void WalkingAnim(void) { StartModelAnim(HEADMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART); }; void RunningAnim(void) { if (m_hdtType==HDT_KAMIKAZE) { KamikazeSoundOn(); StartModelAnim(HEADMAN_ANIM_KAMIKAZE_ATTACK, AOF_LOOPING|AOF_NORESTART); } else { StartModelAnim(HEADMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART); } }; void RotatingAnim(void) { RunningAnim(); }; // virtual sound functions void IdleSound(void) { if (m_bAttackSound) { return; } if (m_hdtType==HDT_KAMIKAZE) { PlaySound(m_soSound, SOUND_IDLEKAMIKAZE, SOF_3D); } else { PlaySound(m_soSound, SOUND_IDLE, SOF_3D); } }; void SightSound(void) { if (m_bAttackSound) { return; } PlaySound(m_soSound, SOUND_SIGHT, SOF_3D); }; void WoundSound(void) { if (m_bAttackSound) { return; } PlaySound(m_soSound, SOUND_WOUND, SOF_3D); }; void DeathSound(void) { if (m_bAttackSound) { return; } PlaySound(m_soSound, SOUND_DEATH, SOF_3D); }; void KamikazeSoundOn(void) { if (!m_bAttackSound) { m_bAttackSound = TRUE; PlaySound(m_soSound, SOUND_ATTACKKAMIKAZE, SOF_3D|SOF_LOOP); } } void KamikazeSoundOff(void) { if (m_bAttackSound) { m_soSound.Stop(); m_bAttackSound = FALSE; } } /************************************************************ * BLOW UP FUNCTIONS * ************************************************************/ void BlowUpNotify(void) { // kamikaze and bomberman explode if is not already exploded if (m_hdtType==HDT_KAMIKAZE || m_hdtType==HDT_BOMBERMAN) { Explode(); } }; // spawn body parts /*void BlowUp(void) { if( m_hdtType==HDT_FIRECRACKER || m_hdtType==HDT_ROCKETMAN) { // get your size FLOATaabbox3D box; GetBoundingBox(box); FLOAT fEntitySize = box.Size().MaxNorm(); FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length()); vNormalizedDamage /= Sqrt(vNormalizedDamage.Length()); vNormalizedDamage *= 0.75f; FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute); // spawn debris Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f); INDEX iTextureID = TEXTURE_ROCKETMAN; if( m_hdtType==HDT_FIRECRACKER) { iTextureID = TEXTURE_FIRECRACKER; } Debris_Spawn(this, this, MODEL_HEADMAN_BODY, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_HEADMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_HEADMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); Debris_Spawn(this, this, MODEL_HEADMAN_LEGS, iTextureID, 0, 0, 0, 0, 0.0f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); // hide yourself (must do this after spawning debris) SwitchToEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); } else { CEnemyBase::BlowUp(); } };*/ // bomberman and kamikaze explode only once void Explode(void) { if (!m_bExploded) { m_bExploded = TRUE; // inflict damage FLOAT3D vSource; GetEntityInfoPosition(this, eiHeadman.vTargetCenter, vSource); if (m_hdtType==HDT_BOMBERMAN) { InflictDirectDamage(this, this, DMT_EXPLOSION, 100.0f, vSource, -en_vGravityDir); InflictRangeDamage(this, DMT_EXPLOSION, 15.0f, vSource, 1.0f, 6.0f); } else { InflictDirectDamage(this, this, DMT_CLOSERANGE, 100.0f, vSource, -en_vGravityDir); InflictRangeDamage(this, DMT_EXPLOSION, 30.0f, vSource, 2.75f, 8.0f); } // spawn explosion CPlacement3D plExplosion = GetPlacement(); CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT); ESpawnEffect eSpawnEffect; eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE; eSpawnEffect.betType = BET_BOMB; eSpawnEffect.vStretch = FLOAT3D(1.0f,1.0f,1.0f); penExplosion->Initialize(eSpawnEffect); } }; // ****** // overrides from CEnemyBase to provide exploding on close range // set speeds for movement towards desired position void SetSpeedsToDesiredPosition(const FLOAT3D &vPosDelta, FLOAT fPosDistance, BOOL bGoingToPlayer) { // if very close to player if (m_hdtType==HDT_KAMIKAZE && CalcDist(m_penEnemy) < EXPLODE_KAMIKAZE) { // explode SetHealth(-10000.0f); m_vDamage = FLOAT3D(0,10000,0); SendEvent(EDeath()); // if not close } else { // behave as usual CEnemyBase::SetSpeedsToDesiredPosition(vPosDelta, fPosDistance, bGoingToPlayer); } } // get movement frequency for attack virtual FLOAT GetAttackMoveFrequency(FLOAT fEnemyDistance) { // kamikaze must have sharp reflexes when close if (m_hdtType==HDT_KAMIKAZE && fEnemyDistance < m_fCloseDistance) { return 0.1f; } else { return CEnemyBase::GetAttackMoveFrequency(fEnemyDistance); } } procedures: /************************************************************ * A T T A C K E N E M Y * ************************************************************/ InitializeAttack(EVoid) : CEnemyBase::InitializeAttack { if (m_hdtType==HDT_KAMIKAZE) { KamikazeSoundOn(); } jump CEnemyBase::InitializeAttack(); }; StopAttack(EVoid) : CEnemyBase::StopAttack { KamikazeSoundOff(); jump CEnemyBase::StopAttack(); }; Fire(EVoid) : CEnemyBase::Fire { // firecracker if (m_hdtType == HDT_FIRECRACKER) { autocall FirecrackerAttack() EEnd; // rocketman } else if (m_hdtType == HDT_ROCKETMAN) { autocall RocketmanAttack() EEnd; // bomber } else if (m_hdtType == HDT_BOMBERMAN) { autocall BombermanAttack() EEnd; // kamikaze } else if (m_hdtType == HDT_KAMIKAZE) { } return EReturn(); }; // Bomberman attack BombermanAttack(EVoid) { // don't shoot if enemy above or below you too much if ( !IsInFrustum(m_penEnemy, CosFast(80.0f)) ) { return EEnd(); } autowait(0.2f + FRnd()/4); StartModelAnim(HEADMAN_ANIM_BOMBERMAN_ATTACK, 0); PlaySound(m_soSound, SOUND_FIREBOMBERMAN, SOF_3D); autowait(0.15f); AddAttachment(HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND, MODEL_BOMB, TEXTURE_BOMB); autowait(0.30f); RemoveAttachment(HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND); // hit bomb // calculate launch velocity and heading correction for angular launch FLOAT fLaunchSpeed; FLOAT fRelativeHdg; CalculateAngularLaunchParams( GetPlacement().pl_PositionVector, BOMBERMAN_LAUNCH(2)-1.5f, m_penEnemy->GetPlacement().pl_PositionVector, FLOAT3D(0,0,0), BOMBERMAN_ANGLE, fLaunchSpeed, fRelativeHdg); // target enemy body EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo()); FLOAT3D vShootTarget; GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget); // launch CPlacement3D pl; PrepareFreeFlyingProjectile(pl, vShootTarget, BOMBERMAN_LAUNCH, ANGLE3D(0, BOMBERMAN_ANGLE, 0)); CEntityPointer penProjectile = CreateEntity(pl, CLASS_PROJECTILE); ELaunchProjectile eLaunch; eLaunch.penLauncher = this; eLaunch.prtType = PRT_HEADMAN_BOMBERMAN; eLaunch.fSpeed = fLaunchSpeed; penProjectile->Initialize(eLaunch); // safety remove - if hitted (EWounded) while have bomb in his hand, bomb will never be removed RemoveAttachment(HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND); autowait(0.45f + FRnd()/2); return EEnd(); }; // Firecraker attack FirecrackerAttack(EVoid) { // don't shoot if enemy above you more than quare of two far from you if (-en_vGravityDir%CalcDelta(m_penEnemy) > CalcDist(m_penEnemy)/1.41421f) { return EEnd(); } autowait(0.2f + FRnd()/4); StartModelAnim(HEADMAN_ANIM_FIRECRACKER_ATTACK, 0); autowait(0.15f); PlaySound(m_soSound, SOUND_FIREFIRECRACKER, SOF_3D); autowait(0.52f); ShootProjectile(PRT_HEADMAN_FIRECRACKER, FLOAT3D(0.0f, 0.5f, 0.0f), ANGLE3D(-16.0f, 0, 0)); autowait(0.05f); ShootProjectile(PRT_HEADMAN_FIRECRACKER, FLOAT3D(0.0f, 0.5f, 0.0f), ANGLE3D(-8, 0, 0)); autowait(0.05f); ShootProjectile(PRT_HEADMAN_FIRECRACKER, FLOAT3D(0.0f, 0.5f, 0.0f), ANGLE3D(0.0f, 0, 0)); autowait(0.05f); ShootProjectile(PRT_HEADMAN_FIRECRACKER, FLOAT3D(0.0f, 0.5f, 0.0f), ANGLE3D(8.0f, 0, 0)); autowait(0.05f); ShootProjectile(PRT_HEADMAN_FIRECRACKER, FLOAT3D(0.0f, 0.5f, 0.0f), ANGLE3D(16.0f, 0, 0)); autowait(0.5f + FRnd()/3); return EEnd(); }; // Rocketman attack RocketmanAttack(EVoid) { StandingAnimFight(); //StartModelAnim(_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); autowait(0.2f + FRnd()/4); StartModelAnim(HEADMAN_ANIM_ROCKETMAN_ATTACK, 0); ShootProjectile(PRT_HEADMAN_ROCKETMAN, FLOAT3D(0.0f, 1.0f, 0.0f), ANGLE3D(0, 0, 0)); PlaySound(m_soSound, SOUND_FIREROCKETMAN, SOF_3D); autowait(1.0f + FRnd()/3); return EEnd(); }; /************************************************************ * D E A T H * ************************************************************/ Death(EVoid) : CEnemyBase::Death { ASSERT(m_hdtType!=HDT_KAMIKAZE); // death autocall CEnemyBase::Death() EEnd; // bomberman explode if (m_hdtType==HDT_BOMBERMAN) { Explode(); } return EEnd(); }; /************************************************************ * M A I N * ************************************************************/ Main(EVoid) { // declare yourself as a model InitAsModel(); SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS); SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags()|ENF_ALIVE); SetHealth(19.5f); m_fMaxHealth = 19.5f; en_tmMaxHoldBreath = 5.0f; en_fDensity = 2000.0f; m_fBlowUpSize = 2.0f; // set your appearance SetModel(MODEL_HEADMAN); switch (m_hdtType) { case HDT_FIRECRACKER: // set your texture SetModelMainTexture(TEXTURE_FIRECRACKER); AddAttachment(HEADMAN_ATTACHMENT_HEAD, MODEL_FIRECRACKERHEAD, TEXTURE_FIRECRACKERHEAD); AddAttachment(HEADMAN_ATTACHMENT_CHAINSAW, MODEL_CHAINSAW, TEXTURE_CHAINSAW); // setup moving speed m_fWalkSpeed = FRnd() + 1.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd() + 5.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd() + 5.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 50.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 8.0f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 200.0f; // damage/explode properties m_fBlowUpAmount = 65.0f; m_fBodyParts = 4; m_fDamageWounded = 0.0f; m_iScore = 200; break; case HDT_ROCKETMAN: // set your texture SetModelMainTexture(TEXTURE_ROCKETMAN); AddAttachment(HEADMAN_ATTACHMENT_HEAD, MODEL_HEAD, TEXTURE_HEAD); AddAttachment(HEADMAN_ATTACHMENT_ROCKET_LAUNCHER, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER); // setup moving speed m_fWalkSpeed = FRnd() + 1.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd()*2.0f + 6.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd()*2.0f + 6.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 50.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 8.0f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 1.0f; m_fIgnoreRange = 200.0f; // damage/explode properties m_fBlowUpAmount = 65.0f; m_fBodyParts = 4; m_fDamageWounded = 0.0f; m_iScore = 100; break; case HDT_BOMBERMAN: // set your texture SetModelMainTexture(TEXTURE_BOMBERMAN); AddAttachment(HEADMAN_ATTACHMENT_HEAD, MODEL_HEAD, TEXTURE_HEAD); // setup moving speed m_fWalkSpeed = FRnd() + 1.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd() + 4.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); m_fCloseRunSpeed = FRnd() + 4.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f); // setup attack distances m_fAttackDistance = 45.0f; m_fCloseDistance = 0.0f; m_fStopDistance = 20.0f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 1.5f; m_fIgnoreRange = 150.0f; // damage/explode properties m_fBlowUpAmount = 65.0f; m_fBodyParts = 4; m_fDamageWounded = 0.0f; m_iScore = 500; break; case HDT_KAMIKAZE: // set your texture SetModelMainTexture(TEXTURE_KAMIKAZE); AddAttachment(HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND, MODEL_BOMB, TEXTURE_BOMB); AddAttachment(HEADMAN_ATTACHMENT_BOMB_LEFT_HAND, MODEL_BOMB, TEXTURE_BOMB); // setup moving speed m_fWalkSpeed = FRnd() + 1.5f; m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f); m_fAttackRunSpeed = FRnd()*2.0f + 10.0f; m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f); m_fCloseRunSpeed = FRnd()*2.0f + 10.0f; m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 600.0f); // setup attack distances m_fAttackDistance = 50.0f; m_fCloseDistance = 10.0f; m_fStopDistance = 0.0f; m_fAttackFireTime = 2.0f; m_fCloseFireTime = 0.5f; m_fIgnoreRange = 250.0f; // damage/explode properties m_fBlowUpAmount = 0.0f; m_fBodyParts = 4; m_fDamageWounded = 0.0f; m_iScore = 2500; break; } // set stretch factors for height and width GetModelObject()->StretchModel(FLOAT3D(1.25f, 1.25f, 1.25f)); ModelChangeNotify(); StandingAnim(); // continue behavior in base class jump CEnemyBase::MainLoop(); }; };