mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
359 lines
9.5 KiB
JavaScript
359 lines
9.5 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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340
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%{
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#include "StdH.h"
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#include "ModelsMP/Enemies/Mental/Mental.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/BasicEffects";
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enum BigHeadType {
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0 BHT_NORMAL "Normal",
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1 BHT_ZOMBIE "Zombie",
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2 BHT_SAINT "Saint",
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};
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%{
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// info structure
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static EntityInfo eiMental = {
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EIBT_FLESH, 200.0f,
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0.0f, 1.5f, 0.0f, // source (eyes)
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0.0f, 1.0f, 0.0f, // target (body)
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};
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#define GREET_SENSE_RANGE 10.0f
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#define GREET_SENSE_DELAY 30.0f
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%}
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class CBigHead: CEnemyBase {
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name "BigHead";
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thumbnail "Thumbnails\\Mental.tbn";
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properties:
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// class internal
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1 CTFileName m_fnmHeadTex "Head texture" 'H' = CTString(""),
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2 CTFileName m_fnmNameSnd "Name sound" 'S' = CTString(""),
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3 FLOAT m_tmLastGreetTime = -100.0f,
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4 enum BigHeadType m_bhtType "Type" 'Y'= BHT_NORMAL,
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5 BOOL m_bIgnorePlayer "Ignore player" 'I' = FALSE,
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6 BOOL m_bPlayingWalkSound = FALSE,
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7 BOOL m_bSleeping "Sleeping" 'S' = FALSE, // set to make it sleep initally
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8 FLOAT m_tmLastWalkingSoundTime = -100.0f,
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9 FLOAT m_tmWalkingSound "Walk sound frequency" = 5.0f,
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{
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CAutoPrecacheSound m_aps;
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CAutoPrecacheTexture m_apt;
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}
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components:
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1 class CLASS_BASE "Classes\\EnemyBase.ecl",
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2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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// ************** DATA **************
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10 model MODEL_MENTAL "ModelsMP\\Enemies\\Mental\\Mental.mdl",
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11 texture TEXTURE_MENTAL "ModelsMP\\Enemies\\Mental\\Mental.tex",
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12 model MODEL_HEAD "ModelsMP\\Enemies\\Mental\\Head.mdl",
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13 model MODEL_HORNS "ModelsMP\\Enemies\\Mental\\Horns.mdl",
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14 texture TEXTURE_HORNS "ModelsMP\\Enemies\\Mental\\Horns.tex",
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15 model MODEL_AURA "ModelsMP\\Enemies\\Mental\\Aura.mdl",
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16 texture TEXTURE_AURA "ModelsMP\\Enemies\\Mental\\Aura.tex",
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50 sound SOUND_IDLE "Models\\Enemies\\Mental\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Mental\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Mental\\Sounds\\Wound.wav",
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53 sound SOUND_DEATH "Models\\Enemies\\Mental\\Sounds\\Death.wav",
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54 sound SOUND_WALKZOMBIE "ModelsMP\\Enemies\\Mental\\Sounds\\ComeToDaddy.wav",
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55 sound SOUND_WALKSAINT "ModelsMP\\Enemies\\Mental\\Sounds\\PeaceWithYou.wav",
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functions:
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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if (m_bIgnorePlayer) {
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if (ee.ee_slEvent==EVENTCODE_ETouch) {
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ETouch &et = (ETouch &)ee;
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if (IsOfClass(et.penOther, "Player")) {
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return TRUE;
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}
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}
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}
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return CEnemyBase::HandleEvent(ee);
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}
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/* Entity info */
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void *GetEntityInfo(void)
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{
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return &eiMental;
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};
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void Precache(void)
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{
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CEnemyBase::Precache();
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_IDLE);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_DEATH);
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PrecacheSound(SOUND_WALKZOMBIE);
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PrecacheSound(SOUND_WALKSAINT);
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m_aps.Precache(m_fnmNameSnd);
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m_apt.Precache(m_fnmHeadTex);
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};
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INDEX GetWalkAnim(void)
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{
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if (m_bhtType==BHT_ZOMBIE) {
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return MENTAL_ANIM_WALKZOMBIE;
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} else if (m_bhtType==BHT_SAINT) {
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return MENTAL_ANIM_WALKANGEL;
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} else {
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return MENTAL_ANIM_RUN;
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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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iAnim = MENTAL_ANIM_PANIC;
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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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iAnim = MENTAL_ANIM_DEATH;
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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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// ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH);
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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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StartModelAnim(MENTAL_ANIM_GROUNDREST, AOF_LOOPING|AOF_NORESTART);
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};
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void WalkingAnim(void) {
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PlayWalkSound();
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StartModelAnim(GetWalkAnim(), AOF_LOOPING|AOF_NORESTART);
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if (!m_bIgnorePlayer && _pTimer->CurrentTick()>m_tmLastGreetTime+GREET_SENSE_DELAY) {
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m_fSenseRange = GREET_SENSE_RANGE;
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m_bDeaf = FALSE;
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}
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};
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void RunningAnim(void)
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{
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PlayWalkSound();
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StartModelAnim(GetWalkAnim(), AOF_LOOPING|AOF_NORESTART);
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};
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void RotatingAnim(void) {
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RunningAnim();
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};
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void PlayWalkSound(void)
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{
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INDEX iSound = SOUND_WALKZOMBIE;
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if (m_bhtType==BHT_ZOMBIE) {
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iSound = SOUND_WALKZOMBIE;
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} else if (m_bhtType==BHT_SAINT) {
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iSound = SOUND_WALKSAINT;
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} else {
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return;
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}
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if (!m_bPlayingWalkSound || _pTimer->CurrentTick()-m_tmLastWalkingSoundTime>m_tmWalkingSound) {
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m_bPlayingWalkSound = TRUE;
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m_tmLastWalkingSoundTime = _pTimer->CurrentTick();
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PlaySound(m_soSound, iSound, SOF_3D);
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}
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}
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// virtual sound functions
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void IdleSound(void) {
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if (m_bIgnorePlayer) {
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return;
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}
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
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m_bPlayingWalkSound = FALSE;
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};
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void SightSound(void) {
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PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
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m_bPlayingWalkSound = FALSE;
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};
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void WoundSound(void) {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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m_bPlayingWalkSound = FALSE;
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};
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void DeathSound(void) {
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PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
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m_bPlayingWalkSound = FALSE;
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};
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procedures:
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Fire(EVoid) : CEnemyBase::Fire {
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// hit
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if (CalcDist(m_penEnemy) <= m_fStopDistance*1.1f) {
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if (m_fnmNameSnd!="") {
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PlaySound(m_soSound, m_fnmNameSnd, SOF_3D);
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m_bPlayingWalkSound = FALSE;
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}
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m_bBlind = TRUE;
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m_bDeaf = TRUE;
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m_fSenseRange = 0.0f;
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m_tmLastGreetTime = _pTimer->CurrentTick();
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SetTargetNone();
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StartModelAnim(MENTAL_ANIM_GREET, 0);
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autowait(GetModelObject()->GetCurrentAnimLength());
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StandingAnim();
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return EReconsiderBehavior();
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}
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return EReturn();
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}
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Sleep(EVoid)
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{
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// start sleeping anim
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StartModelAnim(MENTAL_ANIM_SNORE, AOF_LOOPING);
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// repeat
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wait() {
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// if triggered
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on(ETrigger eTrigger) : {
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// // remember enemy
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// SetTargetSoft(eTrigger.penCaused);
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// wake up
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jump WakeUp();
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}
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/* // if damaged
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on(EDamage eDamage) : {
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// wake up
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jump WakeUp();
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}
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*/
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otherwise() : {
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resume;
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}
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}
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}
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WakeUp(EVoid)
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{
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// wakeup anim
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SightSound();
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StartModelAnim(MENTAL_ANIM_GETUP, 0);
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autowait(GetModelObject()->GetCurrentAnimLength());
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// trigger your target
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// SendToTarget(m_penDeathTarget, m_eetDeathType);
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// proceed with normal functioning
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return EReturn();
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}
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// overridable called before main enemy loop actually begins
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PreMainLoop(EVoid) : CEnemyBase::PreMainLoop
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{
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// if sleeping
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if (m_bSleeping) {
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m_bSleeping = FALSE;
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// go to sleep until waken up
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wait() {
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on (EBegin) : {
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call Sleep();
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}
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on (EReturn) : {
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stop;
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};
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// if dead
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on(EDeath eDeath) : {
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// die
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jump CEnemyBase::Die(eDeath);
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}
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}
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}
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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);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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SetHealth(20.0f);
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m_fMaxHealth = 20.0f;
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en_tmMaxHoldBreath = 5.0f;
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en_fDensity = 2000.0f;
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m_fBlowUpSize = 2.0f;
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// set your appearance
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SetModel(MODEL_MENTAL);
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SetModelMainTexture(TEXTURE_MENTAL);
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AddAttachment(0, MODEL_HEAD, TEXTURE_MENTAL);
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if (m_fnmHeadTex!="") {
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// try to
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try {
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CAttachmentModelObject *pamoHead = GetModelObject()->GetAttachmentModel(0);
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if (pamoHead!=NULL) {
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pamoHead->amo_moModelObject.mo_toTexture.SetData_t(m_fnmHeadTex);
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}
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// if anything failed
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} catch (char *strError) {
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// report error
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CPrintF("%s\n", strError);
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AddAttachment(0, MODEL_HEAD, TEXTURE_MENTAL);
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}
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}
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if (m_bhtType==BHT_ZOMBIE) {
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AddAttachment(MENTAL_ATTACHMENT_HORNS, MODEL_HORNS, TEXTURE_HORNS);
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} else if (m_bhtType==BHT_SAINT) {
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AddAttachment(MENTAL_ATTACHMENT_AURA, MODEL_AURA, TEXTURE_AURA);
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}
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// setup moving speed
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m_fWalkSpeed = FRnd() + 1.5f;
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m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
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m_fAttackRunSpeed = FRnd()*2.0f + 6.0f;
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m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
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m_fCloseRunSpeed = FRnd()*2.0f + 6.0f;
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m_aCloseRotateSpeed = AngleDeg(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 = 0.0f;
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m_fStopDistance = 5.0f; // greeting distance
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m_fAttackFireTime = 0.1f;
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m_fCloseFireTime = 0.1f;
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m_fIgnoreRange = 200.0f;
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// damage/explode properties
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m_fBlowUpAmount = 65.0f;
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m_fBodyParts = 4;
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m_fDamageWounded = 1.0f;
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m_iScore = 0;
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if (m_bIgnorePlayer) {
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m_bBlind = TRUE;
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m_bDeaf = TRUE;
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m_fSenseRange = 0;
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} else {
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m_bBlind = TRUE;
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m_fSenseRange = GREET_SENSE_RANGE;
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}
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// set stretch factors for height and width
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const FLOAT fSize = 0.6f;
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GetModelObject()->StretchModel(FLOAT3D(fSize, fSize, fSize));
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ModelChangeNotify();
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StandingAnim();
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// continue behavior in base class
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jump CEnemyBase::MainLoop();
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};
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};
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