mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
544 lines
17 KiB
JavaScript
544 lines
17 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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323
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%{
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#include "StdH.h"
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#include "Models/Enemies/Eyeman/Eyeman.h"
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%}
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uses "EntitiesMP/EnemyFly";
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enum EyemanChar {
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0 EYC_SOLDIER "Soldier", // soldier
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1 EYC_SERGEANT "Sergeant", // sergeant
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};
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enum EyemanEnv {
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0 EYE_NORMAL "Normal",
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1 EYE_LAVA "Lava",
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};
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%{
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// info structure
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static EntityInfo eiEyemanBig = {
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EIBT_FLESH, 140.0f,
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0.0f, 1.4f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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static EntityInfo eiEyemanSmall = {
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EIBT_FLESH, 120.0f,
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0.0f, 1.4f, 0.0f,
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0.0f, 1.0f, 0.0f,
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};
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#define BITE_AIR 3.0f
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#define HIT_GROUND 2.0f
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#define FIRE_GROUND FLOAT3D(0.75f, 1.5f, -1.25f)
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%}
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class CEyeman : CEnemyFly {
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name "Eyeman";
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thumbnail "Thumbnails\\Eyeman.tbn";
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properties:
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1 enum EyemanChar m_EecChar "Character" 'C' = EYC_SOLDIER, // character
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2 BOOL m_bInvisible "Invisible" 'I'=FALSE,
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3 enum EyemanEnv m_eeEnv "Environment" 'E' = EYE_NORMAL,
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4 BOOL m_bMumbleSoundPlaying = FALSE,
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5 CSoundObject m_soMumble,
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components:
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0 class CLASS_BASE "Classes\\EnemyFly.ecl",
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1 model MODEL_EYEMAN "Models\\Enemies\\Eyeman\\Eyeman.mdl",
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2 texture TEXTURE_EYEMAN_SOLDIER "Models\\Enemies\\Eyeman\\Eyeman4.tex",
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3 texture TEXTURE_EYEMAN_SERGEANT "Models\\Enemies\\Eyeman\\Eyeman5.tex",
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5 texture TEXTURE_EYEMAN_LAVA "Models\\Enemies\\Eyeman\\Eyeman6.tex",
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4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "Models\\Enemies\\Eyeman\\Sounds\\Idle.wav",
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51 sound SOUND_SIGHT "Models\\Enemies\\Eyeman\\Sounds\\Sight.wav",
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52 sound SOUND_WOUND "Models\\Enemies\\Eyeman\\Sounds\\Wound.wav",
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53 sound SOUND_BITE "Models\\Enemies\\Eyeman\\Sounds\\Bite.wav",
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54 sound SOUND_PUNCH "Models\\Enemies\\Eyeman\\Sounds\\Punch.wav",
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55 sound SOUND_DEATH "Models\\Enemies\\Eyeman\\Sounds\\Death.wav",
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56 sound SOUND_MUMBLE "Models\\Enemies\\Eyeman\\Sounds\\Mumble.wav",
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/*
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60 model MODEL_EYEMAN_BODY "Models\\Enemies\\Eyeman\\Debris\\Torso.mdl",
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61 model MODEL_EYEMAN_HAND "Models\\Enemies\\Eyeman\\Debris\\Arm.mdl",
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62 model MODEL_EYEMAN_LEGS "Models\\Enemies\\Eyeman\\Debris\\Leg.mdl",
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*/
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functions:
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// describe how this enemy killed player
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virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
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{
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CTString str;
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if (m_bInAir) {
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str.PrintF(TRANS("A Gnaar bit %s to death"), strPlayerName);
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} else {
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str.PrintF(TRANS("%s was beaten up by a Gnaar"), strPlayerName);
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}
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return str;
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}
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void Precache(void) {
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CEnemyBase::Precache();
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PrecacheSound(SOUND_IDLE );
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PrecacheSound(SOUND_SIGHT);
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PrecacheSound(SOUND_WOUND);
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PrecacheSound(SOUND_BITE );
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PrecacheSound(SOUND_PUNCH);
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PrecacheSound(SOUND_DEATH);
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PrecacheSound(SOUND_MUMBLE);
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};
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/* Entity info */
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void *GetEntityInfo(void) {
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if (m_EecChar==EYC_SERGEANT) {
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return &eiEyemanBig;
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} else {
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return &eiEyemanSmall;
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}
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};
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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// eyeman can't harm eyeman
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if (!IsOfClass(penInflictor, "Eyeman")) {
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CEnemyFly::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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// if died of chainsaw
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if (dmtType==DMT_CHAINSAW && GetHealth()<=0) {
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// must always blowup
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m_fBlowUpAmount = 0;
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}
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}
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};
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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CEnemyBase::FillEntityStatistics(pes);
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switch(m_EecChar) {
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case EYC_SERGEANT: { pes->es_strName+=" Sergeant"; } break;
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case EYC_SOLDIER : { pes->es_strName+=" Soldier"; } break;
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}
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if (m_bInvisible) {
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pes->es_strName+=" Invisible";
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}
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return TRUE;
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}
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnmSergeant, "Data\\Messages\\Enemies\\EyemanGreen.txt");
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static DECLARE_CTFILENAME(fnmSoldier , "Data\\Messages\\Enemies\\EyemanPurple.txt");
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switch(m_EecChar) {
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default: ASSERT(FALSE);
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case EYC_SERGEANT: return fnmSergeant;
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case EYC_SOLDIER : return fnmSoldier;
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}
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};
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/* Adjust model shading parameters if needed. */
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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// no shadows for invisibles
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if (m_bInvisible) {
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colAmbient = C_WHITE;
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return FALSE;
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} else {
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return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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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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DeactivateMumblingSound();
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INDEX iAnim;
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if (m_bInAir) {
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switch (IRnd()%2) {
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case 0: iAnim = EYEMAN_ANIM_MORPHWOUND01; break;
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case 1: iAnim = EYEMAN_ANIM_MORPHWOUND02; break;
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default: ASSERTALWAYS("Eyeman unknown fly damage");
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}
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} else {
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FLOAT3D vFront;
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GetHeadingDirection(0, vFront);
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FLOAT fDamageDir = m_vDamage%vFront;
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if (Abs(fDamageDir)<=10) {
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switch (IRnd()%3) {
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case 0: iAnim = EYEMAN_ANIM_WOUND03; break;
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case 1: iAnim = EYEMAN_ANIM_WOUND06; break;
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case 2: iAnim = EYEMAN_ANIM_WOUND07; break;
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}
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} else {
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if (fDamageDir<0) {
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iAnim = EYEMAN_ANIM_FALL01;
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} else {
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iAnim = EYEMAN_ANIM_FALL02;
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}
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}
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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// death
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INDEX AnimForDeath(void) {
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DeactivateMumblingSound();
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INDEX iAnim;
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if (m_bInAir) {
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iAnim = EYEMAN_ANIM_MORPHDEATH;
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} else {
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FLOAT3D vFront;
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GetHeadingDirection(0, vFront);
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FLOAT fDamageDir = m_vDamage%vFront;
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if (fDamageDir<0) {
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iAnim = EYEMAN_ANIM_DEATH02;
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} else {
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iAnim = EYEMAN_ANIM_DEATH01;
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}
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}
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StartModelAnim(iAnim, 0);
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return iAnim;
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};
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FLOAT WaitForDust(FLOAT3D &vStretch) {
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if(GetModelObject()->GetAnim()==EYEMAN_ANIM_DEATH01)
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{
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vStretch=FLOAT3D(1,1,1)*0.75f;
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return 0.5f;
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}
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else if(GetModelObject()->GetAnim()==EYEMAN_ANIM_DEATH02)
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{
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vStretch=FLOAT3D(1,1,1)*0.75f;
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return 0.5f;
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}
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else if(GetModelObject()->GetAnim()==EYEMAN_ANIM_MORPHDEATH)
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{
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vStretch=FLOAT3D(1,1,1)*1.0f;
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return 0.5f;
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}
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return -1.0f;
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};
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void DeathNotify(void) {
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ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_DEATH);
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en_fDensity = 500.0f;
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};
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// mumbling sounds
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void ActivateMumblingSound(void)
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{
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if (!m_bMumbleSoundPlaying) {
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PlaySound(m_soMumble, SOUND_MUMBLE, SOF_3D|SOF_LOOP);
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m_bMumbleSoundPlaying = TRUE;
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}
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}
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void DeactivateMumblingSound(void)
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{
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m_soMumble.Stop();
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m_bMumbleSoundPlaying = FALSE;
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}
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// virtual anim functions
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void StandingAnim(void) {
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DeactivateMumblingSound();
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if (m_bInAir) {
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StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(EYEMAN_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void WalkingAnim(void) {
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ActivateMumblingSound();
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if (m_bInAir) {
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StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(EYEMAN_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RunningAnim(void) {
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ActivateMumblingSound();
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if (m_bInAir) {
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StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(EYEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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}
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};
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void RotatingAnim(void) {
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if (m_bInAir) {
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StartModelAnim(EYEMAN_ANIM_MORPHATTACKFLY, AOF_LOOPING|AOF_NORESTART);
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} else {
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StartModelAnim(EYEMAN_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
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}
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};
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FLOAT AirToGroundAnim(void) {
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StartModelAnim(EYEMAN_ANIM_MORPHUP, 0);
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return(GetModelObject()->GetAnimLength(EYEMAN_ANIM_MORPHUP));
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};
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FLOAT GroundToAirAnim(void) {
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StartModelAnim(EYEMAN_ANIM_MORPHDOWN, 0);
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return(GetModelObject()->GetAnimLength(EYEMAN_ANIM_MORPHDOWN));
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};
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void ChangeCollisionToAir() {
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ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_AIR);
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};
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void ChangeCollisionToGround() {
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ChangeCollisionBoxIndexWhenPossible(EYEMAN_COLLISION_BOX_GROUND);
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};
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// virtual sound functions
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void IdleSound(void) {
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PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
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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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};
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void WoundSound(void) {
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PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
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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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};
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/************************************************************
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* BLOW UP FUNCTIONS *
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************************************************************/
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// spawn body parts
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/*void BlowUp(void)
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{
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// get your size
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FLOATaabbox3D box;
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GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm();
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FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
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vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
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vNormalizedDamage *= 0.75f;
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FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
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// spawn debris
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Debris_Begin(EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
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INDEX iTextureID = TEXTURE_EYEMAN_SOLDIER;
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if (m_EecChar==EYC_SERGEANT)
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{
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iTextureID = TEXTURE_EYEMAN_SERGEANT;
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}
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Debris_Spawn(this, this, MODEL_EYEMAN_BODY, iTextureID, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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Debris_Spawn(this, this, MODEL_EYEMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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Debris_Spawn(this, this, MODEL_EYEMAN_HAND, iTextureID, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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Debris_Spawn(this, this, MODEL_EYEMAN_LEGS, iTextureID, 0, 0, 0, 0, 0.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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// hide yourself (must do this after spawning debris)
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SwitchToEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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};*/
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/************************************************************
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* MOVING FUNCTIONS *
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************************************************************/
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// check whether may move while attacking
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BOOL MayMoveToAttack(void)
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{
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if (m_bInAir) {
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return WouldNotLeaveAttackRadius();
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} else {
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return CEnemyBase::MayMoveToAttack();
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}
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}
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// must be more relaxed about hitting then usual enemies
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BOOL CanHitEnemy(CEntity *penTarget, FLOAT fCosAngle) {
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if (IsInPlaneFrustum(penTarget, fCosAngle)) {
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return IsVisibleCheckAll(penTarget);
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}
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return FALSE;
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};
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procedures:
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/************************************************************
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* A T T A C K E N E M Y *
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************************************************************/
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FlyHit(EVoid) : CEnemyFly::FlyHit {
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if (CalcDist(m_penEnemy) > BITE_AIR) {
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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}
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StartModelAnim(EYEMAN_ANIM_MORPHATTACK, 0);
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StopMoving();
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PlaySound(m_soSound, SOUND_BITE, SOF_3D);
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// damage enemy
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autowait(0.4f);
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// damage enemy
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if (CalcDist(m_penEnemy) < BITE_AIR) {
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.SafeNormalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection);
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// spawn blood cloud
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ESpawnEffect eSpawnEffect;
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eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
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eSpawnEffect.betType = BET_BLOODEXPLODE;
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eSpawnEffect.vStretch = FLOAT3D(1,1,1);
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CPlacement3D plOne = GetPlacement();
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GetEntityPointRatio(
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FLOAT3D(Lerp(-0.2f, +0.2f, FRnd()), Lerp(-0.2f, +0.2f, FRnd()), -1.0f),
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plOne.pl_PositionVector);
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CEntityPointer penBloodCloud = CreateEntity( plOne, CLASS_BASIC_EFFECT);
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penBloodCloud->Initialize( eSpawnEffect);
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}
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autowait(0.24f);
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StandingAnim();
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return EReturn();
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};
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GroundHit(EVoid) : CEnemyFly::GroundHit {
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if (CalcDist(m_penEnemy) > HIT_GROUND) {
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m_fShootTime = _pTimer->CurrentTick() + 0.25f;
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return EReturn();
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}
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StartModelAnim(EYEMAN_ANIM_ATTACK02, 0);
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StopMoving();
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// damage enemy
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autowait(0.2f);
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// damage enemy
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if (CalcDist(m_penEnemy) < HIT_GROUND) {
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.SafeNormalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection);
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PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
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}
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autowait(0.3f);
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// damage enemy
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if (CalcDist(m_penEnemy) < HIT_GROUND) {
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FLOAT3D vDirection = m_penEnemy->GetPlacement().pl_PositionVector-GetPlacement().pl_PositionVector;
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vDirection.SafeNormalize();
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InflictDirectDamage(m_penEnemy, this, DMT_CLOSERANGE, 3.5f, FLOAT3D(0, 0, 0), vDirection);
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PlaySound(m_soSound, SOUND_PUNCH, SOF_3D);
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}
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autowait(0.4f);
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StandingAnim();
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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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if (m_EecChar==EYC_SERGEANT) {
|
|
SetHealth(90.0f);
|
|
m_fMaxHealth = 90.0f;
|
|
// damage/explode properties
|
|
m_fBlowUpAmount = 130.0f;
|
|
m_fBodyParts = 5;
|
|
m_fBlowUpSize = 2.5f;
|
|
m_fDamageWounded = 40.0f;
|
|
} else {
|
|
SetHealth(60.0f);
|
|
m_fMaxHealth = 60.0f;
|
|
// damage/explode properties
|
|
m_fBlowUpAmount = 100.0f;
|
|
m_fBodyParts = 5;
|
|
m_fBlowUpSize = 2.0f;
|
|
m_fDamageWounded = 25.0f;
|
|
}
|
|
en_fDensity = 2000.0f;
|
|
if (m_EeftType == EFT_GROUND_ONLY) {
|
|
en_tmMaxHoldBreath = 5.0f;
|
|
} else {
|
|
en_tmMaxHoldBreath = 30.0f;
|
|
}
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_EYEMAN);
|
|
if (m_EecChar==EYC_SERGEANT) {
|
|
SetModelMainTexture(TEXTURE_EYEMAN_SERGEANT);
|
|
GetModelObject()->StretchModel(FLOAT3D(1.3f, 1.3f, 1.3f));
|
|
ModelChangeNotify();
|
|
m_iScore = 1000;
|
|
} else {
|
|
m_iScore = 500;
|
|
if (m_eeEnv == EYE_LAVA) {
|
|
SetModelMainTexture(TEXTURE_EYEMAN_LAVA);
|
|
} else {
|
|
SetModelMainTexture(TEXTURE_EYEMAN_SOLDIER);
|
|
}
|
|
GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
|
|
ModelChangeNotify();
|
|
}
|
|
if (m_bInvisible) {
|
|
GetModelObject()->mo_colBlendColor = C_WHITE|0x25;
|
|
m_iScore*=2;
|
|
}
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd() + 1.5f;
|
|
m_aWalkRotateSpeed = FRnd()*10.0f + 500.0f;
|
|
if (m_EecChar==EYC_SERGEANT) {
|
|
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);
|
|
} else {
|
|
m_fAttackRunSpeed = FRnd()*2.0f + 9.0f;
|
|
m_aAttackRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
|
|
m_fCloseRunSpeed = FRnd()*2.0f + 9.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(FRnd()*100 + 600.0f);
|
|
}
|
|
// setup attack distances
|
|
m_fAttackDistance = 100.0f;
|
|
m_fCloseDistance = 3.5f;
|
|
m_fStopDistance = 1.5f;
|
|
m_fAttackFireTime = 2.0f;
|
|
m_fCloseFireTime = 0.5f;
|
|
m_fIgnoreRange = 200.0f;
|
|
// fly moving properties
|
|
m_fFlyWalkSpeed = FRnd()*2.0f + 3.0f;
|
|
m_aFlyWalkRotateSpeed = FRnd()*20.0f + 600.0f;
|
|
if (m_EecChar==EYC_SERGEANT) {
|
|
m_fFlyAttackRunSpeed = FRnd()*2.0f + 9.5f;
|
|
m_aFlyAttackRotateSpeed = FRnd()*25 + 350.0f;
|
|
m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.5f;
|
|
m_aFlyCloseRotateSpeed = FRnd()*50 + 400.0f;
|
|
} else {
|
|
m_fFlyAttackRunSpeed = FRnd()*2.0f + 9.5f;
|
|
m_aFlyAttackRotateSpeed = FRnd()*25 + 300.0f;
|
|
m_fFlyCloseRunSpeed = FRnd()*2.0f + 9.5f;
|
|
m_aFlyCloseRotateSpeed = FRnd()*50 + 300.0f;
|
|
}
|
|
m_fGroundToAirSpeed = 2.5f;
|
|
m_fAirToGroundSpeed = 2.5f;
|
|
m_fAirToGroundMin = 0.1f;
|
|
m_fAirToGroundMax = 0.1f;
|
|
m_fFlyHeight = 1.0f;
|
|
// attack properties - CAN BE SET
|
|
m_fFlyAttackDistance = 100.0f;
|
|
m_fFlyCloseDistance = 10.0f;
|
|
m_fFlyStopDistance = 1.5f;
|
|
m_fFlyAttackFireTime = 2.0f;
|
|
m_fFlyCloseFireTime = 0.5f;
|
|
m_fFlyIgnoreRange = 200.0f;
|
|
m_soMumble.Set3DParameters(25.0f, 0.0f, 1.0f, 1.0f);
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyFly::MainLoop();
|
|
};
|
|
};
|