Serious-Engine/Sources/EntitiesMP/Fish.cpp
2016-03-11 15:57:17 +02:00

524 lines
21 KiB
C++

/*
* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
*/
#line 4 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
#include "StdH.h"
#include "Models/Enemies/Fish/Fish.h"
#include <EntitiesMP/Fish.h>
#include <EntitiesMP/Fish_tables.h>
#line 11 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
static EntityInfo eiFish = {
EIBT_FLESH, 100.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
#define DISTANCE_ELECTRICITY 8.0f
void CFish::SetDefaultProperties(void) {
m_bAttackingByElectricity = FALSE ;
m_tmElectricityTimeStart = 0.0f;
CEnemyDive::SetDefaultProperties();
}
CTString CFish::GetPlayerKillDescription(const CTString & strPlayerName,const EDeath & eDeath)
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{
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CTString str ;
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str . PrintF (TRANS ("%s was electrocuted by a fish") , strPlayerName );
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return str ;
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}
const CTFileName & CFish::GetComputerMessageName(void)const {
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static DECLARE_CTFILENAME (fnm , "Data\\Messages\\Enemies\\Fish.txt");
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return fnm ;
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}
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void CFish::Precache(void) {
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CEnemyBase :: Precache ();
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PrecacheModel (MODEL_GLOW );
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PrecacheTexture (TEXTURE_GLOW );
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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_DEATH );
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PrecacheSound (SOUND_WOUNDAIR );
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PrecacheSound (SOUND_DEATHAIR );
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PrecacheSound (SOUND_ATTACK );
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}
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void * CFish::GetEntityInfo(void)
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{
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return & eiFish ;
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}
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void CFish::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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if(dmtType == DMT_DROWNING ){
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fDamageAmmount /= 2.0f;
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}
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if(! IsOfClass (penInflictor , "Fish")){
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CEnemyDive :: ReceiveDamage (penInflictor , dmtType , fDamageAmmount , vHitPoint , vDirection );
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}
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}
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INDEX CFish::AnimForDamage(FLOAT fDamage)
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{
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m_bAttackingByElectricity = FALSE ;
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INDEX iAnim = FISH_ANIM_WOUND ;
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StartModelAnim (iAnim , 0);
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return iAnim ;
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}
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INDEX CFish::AnimForDeath(void) {
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if(! m_bInLiquid ){
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return AnimForDamage (10.0f);
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}
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INDEX iAnim ;
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switch(IRnd () % 3){
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default : iAnim = FISH_ANIM_DEATH ;break ;
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case 0: iAnim = FISH_ANIM_DEATH ;break ;
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case 1: iAnim = FISH_ANIM_DEATH02 ;break ;
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case 2: iAnim = FISH_ANIM_DEATH03 ;break ;
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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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void CFish::DeathNotify(void)
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{
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m_bAttackingByElectricity = FALSE ;
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en_fDensity = 500.0f;
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}
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void CFish::RenderParticles(void)
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{
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if(m_bAttackingByElectricity && m_penEnemy != NULL )
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{
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FLOAT3D vSource = GetPlacement () . pl_PositionVector ;
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FLOAT3D vTarget = m_penEnemy -> GetPlacement () . pl_PositionVector ;
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FLOAT3D vDirection = (vTarget - vSource ) . Normalize ();
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Particles_Ghostbuster (vSource , vTarget , 32 , 1.0f);
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for(INDEX i = 0;i < 4;i ++)
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{
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FLOAT3D vDirection = vSource ;
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vDirection (1) += ((FLOAT (rand ()) / RAND_MAX ) - 0.5f) * DISTANCE_ELECTRICITY / 1.0f;
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vDirection (2) += ((FLOAT (rand ()) / RAND_MAX ) - 0.5f) * DISTANCE_ELECTRICITY / 1.0f;
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vDirection (3) += ((FLOAT (rand ()) / RAND_MAX ) - 0.5f) * DISTANCE_ELECTRICITY / 1.0f;
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Particles_Ghostbuster (vSource , vDirection , 32 , 1.0f);
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}
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}
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CEnemyBase :: RenderParticles ();
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}
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void CFish::StandingAnim(void)
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{
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StartModelAnim (FISH_ANIM_IDLE , AOF_LOOPING | AOF_NORESTART );
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}
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void CFish::WalkingAnim(void)
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{
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if(m_bInLiquid ){
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StartModelAnim (FISH_ANIM_SWIM , AOF_LOOPING | AOF_NORESTART );
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}else {
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StartModelAnim (FISH_ANIM_WOUND , AOF_LOOPING | AOF_NORESTART );
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}
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}
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void CFish::RunningAnim(void)
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{
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WalkingAnim ();
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}
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void CFish::RotatingAnim(void)
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{
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WalkingAnim ();
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}
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void CFish::IdleSound(void)
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{
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PlaySound (m_soSound , SOUND_IDLE , SOF_3D | SOF_NOFILTER );
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}
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void CFish::SightSound(void)
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{
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PlaySound (m_soSound , SOUND_SIGHT , SOF_3D | SOF_NOFILTER );
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}
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void CFish::WoundSound(void)
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{
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if(m_bInLiquid ){
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PlaySound (m_soSound , SOUND_WOUND , SOF_3D | SOF_NOFILTER );
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}else {
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PlaySound (m_soSound , SOUND_WOUNDAIR , SOF_3D | SOF_NOFILTER );
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}
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}
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void CFish::DeathSound(void)
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{
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if(m_bInLiquid ){
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PlaySound (m_soSound , SOUND_DEATH , SOF_3D | SOF_NOFILTER );
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}else {
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PlaySound (m_soSound , SOUND_DEATHAIR , SOF_3D | SOF_NOFILTER );
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}
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}
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BOOL CFish::AdjustShadingParameters(FLOAT3D & vLightDirection,COLOR & colLight,COLOR & colAmbient)
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{
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FLOAT fTimePassed = _pTimer -> GetLerpedCurrentTick () - m_tmElectricityTimeStart ;
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if(m_bAttackingByElectricity && (fTimePassed > 0))
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{
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FLOAT fDieFactor = 1.0f;
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if(fTimePassed > 0.25f)
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{
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fDieFactor = 1.0 - (ClampUp (fTimePassed - 0.25f , 0.5f) / 0.5f);
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}
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FLOAT fR = 0.7f + 0.1f * (FLOAT (rand ()) / RAND_MAX );
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FLOAT fG = 0.7f + 0.2f * (FLOAT (rand ()) / RAND_MAX );
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FLOAT fB = 0.7f + 0.3f * (FLOAT (rand ()) / RAND_MAX );
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colAmbient = RGBToColor (fR * 128 * fDieFactor , fG * 128 * fDieFactor , fB * 128 * fDieFactor );
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colLight = C_WHITE ;
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return CEnemyBase :: AdjustShadingParameters (vLightDirection , colLight , colAmbient );
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}
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return CEnemyBase :: AdjustShadingParameters (vLightDirection , colLight , colAmbient );
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}
BOOL CFish::
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DiveHit(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CFish_DiveHit
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CFish::DiveHit expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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if(CalcDist (m_penEnemy ) > DISTANCE_ELECTRICITY )
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{
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m_fShootTime = _pTimer -> CurrentTick () + 0.25f;
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Return(STATE_CURRENT,EReturn ());
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return TRUE;
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}
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SetTimerAfter(0.6f);
Jump(STATE_CURRENT, 0x01510001, FALSE, EBegin());return TRUE;}BOOL CFish::H0x01510001_DiveHit_01(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01510001
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01510002, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CFish::H0x01510002_DiveHit_02(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01510002
;
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m_bAttackingByElectricity = TRUE ;
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m_tmElectricityTimeStart = _pTimer -> CurrentTick ();
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AddAttachmentToModel (this , * GetModelObject () , FISH_ATTACHMENT_GLOW , MODEL_GLOW , TEXTURE_GLOW , 0 , 0 , 0);
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CModelObject & moGlow = GetModelObject () -> GetAttachmentModel (FISH_ATTACHMENT_GLOW ) -> amo_moModelObject ;
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moGlow . StretchModel (FLOAT3D (4.0f , 4.0f , 4.0f));
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StartModelAnim (FISH_ANIM_ATTACK , 0);
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PlaySound (m_soSound , SOUND_ATTACK , SOF_3D | SOF_NOFILTER );
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if(CalcDist (m_penEnemy ) < DISTANCE_ELECTRICITY )
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{
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InflictRangeDamage (this , DMT_CLOSERANGE , 15.0f , GetPlacement () . pl_PositionVector , 1.0f , DISTANCE_ELECTRICITY );
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FLOAT3D vSpeed ;
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GetHeadingDirection (0.0f , vSpeed );
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vSpeed = vSpeed * 30.0f;
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KickEntity (m_penEnemy , vSpeed );
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}
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SetTimerAfter(0.5f);
Jump(STATE_CURRENT, 0x01510003, FALSE, EBegin());return TRUE;}BOOL CFish::H0x01510003_DiveHit_03(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01510003
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01510004, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CFish::H0x01510004_DiveHit_04(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01510004
;
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m_bAttackingByElectricity = FALSE ;
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GetModelObject () -> RemoveAttachmentModel (FISH_ATTACHMENT_GLOW );
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StandingAnim ();
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SetTimerAfter(0.2f + FRnd () / 3);
Jump(STATE_CURRENT, 0x01510005, FALSE, EBegin());return TRUE;}BOOL CFish::H0x01510005_DiveHit_05(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01510005
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01510006, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CFish::H0x01510006_DiveHit_06(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01510006
;
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Return(STATE_CURRENT,EReturn ());
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CFish::
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Hit(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CFish_Hit
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CFish::Hit expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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Jump(STATE_CURRENT, STATE_CFish_DiveHit, TRUE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};BOOL CFish::
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Main(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CFish_Main
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CFish::Main expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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InitAsModel ();
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SetPhysicsFlags ((EPF_MODEL_WALKING | EPF_HASGILLS ) & ~ EPF_ONBLOCK_CLIMBORSLIDE | EPF_ONBLOCK_SLIDE );
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SetCollisionFlags (ECF_MODEL );
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SetFlags (GetFlags () | ENF_ALIVE );
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SetHealth (30.0f);
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m_fMaxHealth = 30.0f;
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en_tmMaxHoldBreath = 15.0f;
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en_fDensity = 1000.0f;
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m_EedtType = EDT_GROUND_DIVE ;
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SetModel (MODEL_FISH );
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SetModelMainTexture (TEXTURE_FISH );
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SetModelSpecularTexture (TEXTURE_SPECULAR );
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m_fDiveWalkSpeed = 15.0f;
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m_fDiveAttackRunSpeed = 20.0f;
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m_fDiveCloseRunSpeed = 25.0f;
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m_fWalkSpeed = 15.0f;
#line 292 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aWalkRotateSpeed = 900.0f;
#line 293 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fAttackRunSpeed = 10.0f;
#line 294 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fCloseRunSpeed = 12.0f;
#line 296 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aDiveWalkRotateSpeed = 360.0f;
#line 297 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aDiveAttackRotateSpeed = 1800.0f;
#line 298 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aDiveCloseRotateSpeed = 3600.0f;
#line 300 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDiveIgnoreRange = 200.0f;
#line 301 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDiveAttackDistance = 100.0f;
#line 302 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDiveCloseDistance = 15.0f;
#line 303 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDiveStopDistance = 2.0f;
#line 305 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDiveAttackFireTime = 0.0f;
#line 306 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDiveCloseFireTime = 0.0f;
#line 308 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fBlowUpAmount = 80.0f;
#line 309 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fBodyParts = 2;
#line 310 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fDamageWounded = 1.0f;
#line 311 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_iScore = 500;
#line 313 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
{
#line 315 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aWalkRotateSpeed = 360.0f;
#line 316 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aAttackRotateSpeed = 1800.0f;
#line 317 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_aCloseRotateSpeed = 3600.0f;
#line 319 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fIgnoreRange = 200.0f;
#line 320 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fAttackDistance = 100.0f;
#line 321 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fCloseDistance = 15.0f;
#line 322 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fStopDistance = 2.0f;
#line 324 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fAttackFireTime = 0.0f;
#line 325 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
m_fCloseFireTime = 0.0f;
#line 326 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
}
#line 328 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
GetModelObject () -> StretchModel (FLOAT3D (1.0f , 1.0f , 1.0f));
#line 329 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
ModelChangeNotify ();
#line 331 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
en_fAcceleration = 200.0f;
#line 332 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
en_fDeceleration = 200.0f;
#line 335 "D:/SE1_GPL/Sources/EntitiesMP/Fish.es"
Jump(STATE_CURRENT, STATE_CEnemyDive_MainLoop, FALSE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};