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

422 lines
17 KiB
C++

/*
* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
*/
#line 4 "D:/SE1_GPL/Sources/EntitiesMP/Guffy.es"
#include "StdH.h"
#include "ModelsMP/Enemies/Guffy/Guffy.h"
#include <EntitiesMP/Guffy.h>
#include <EntitiesMP/Guffy_tables.h>
#line 13 "D:/SE1_GPL/Sources/EntitiesMP/Guffy.es"
// info structure
static EntityInfo eiGuffy = {
EIBT_FLESH, 800.0f,
0.0f, 1.9f, 0.0f, // source (eyes)
0.0f, 1.0f, 0.0f, // target (body)
};
#define FIRE_LEFT_ARM FLOAT3D(-0.56f, +1.125f, -1.32f)
#define FIRE_RIGHT_ARM FLOAT3D(+0.50f, +1.060f, -0.82f)
//#define FIRE_DEATH_LEFT FLOAT3D( 0.0f, 7.0f, -2.0f)
//#define FIRE_DEATH_RIGHT FLOAT3D(3.75f, 4.2f, -2.5f)
void CGuffy::SetDefaultProperties(void) {
m_iLoopCounter = 0;
m_fSize = 1.0f;
m_bWalkSoundPlaying = FALSE ;
m_fThreatDistance = 5.0f;
m_bEnemyToTheLeft = FALSE ;
m_soFire1.SetOwner(this);
m_soFire1.Stop_internal();
m_soFire2.SetOwner(this);
m_soFire2.Stop_internal();
CEnemyBase::SetDefaultProperties();
}
CTString CGuffy::GetPlayerKillDescription(const CTString & strPlayerName,const EDeath & eDeath)
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{
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CTString str ;
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str . PrintF (TRANS ("Guffy gunned %s down") , strPlayerName );
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return str ;
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}
const CTFileName & CGuffy::GetComputerMessageName(void)const {
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static DECLARE_CTFILENAME (fnmSoldier , "DataMP\\Messages\\Enemies\\Guffy.txt");
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return fnmSoldier ;
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}
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void CGuffy::Precache(void) {
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CEnemyBase :: Precache ();
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PrecacheModel (MODEL_GUFFY );
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PrecacheTexture (TEXTURE_GUFFY );
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PrecacheModel (MODEL_GUN );
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PrecacheTexture (TEXTURE_GUN );
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PrecacheSound (SOUND_IDLE );
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PrecacheSound (SOUND_SIGHT );
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PrecacheSound (SOUND_DEATH );
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PrecacheSound (SOUND_FIRE );
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PrecacheSound (SOUND_WOUND );
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PrecacheClass (CLASS_PROJECTILE , PRT_GUFFY_PROJECTILE );
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}
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void * CGuffy::GetEntityInfo(void) {
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return & eiGuffy ;
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}
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void CGuffy::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(! IsOfClass (penInflictor , "Guffy")){
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CEnemyBase :: ReceiveDamage (penInflictor , dmtType , fDamageAmmount , vHitPoint , vDirection );
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}
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}
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void CGuffy::StandingAnim(void) {
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StartModelAnim (GUFFY_ANIM_IDLE , AOF_LOOPING | AOF_NORESTART );
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}
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void CGuffy::RunningAnim(void) {
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StartModelAnim (GUFFY_ANIM_RUN , AOF_LOOPING | AOF_NORESTART );
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}
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void CGuffy::WalkingAnim(void) {
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RunningAnim ();
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}
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void CGuffy::RotatingAnim(void) {
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StartModelAnim (GUFFY_ANIM_RUN , AOF_LOOPING | AOF_NORESTART );
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}
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void CGuffy::IdleSound(void) {
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PlaySound (m_soSound , SOUND_IDLE , SOF_3D );
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}
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void CGuffy::SightSound(void) {
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PlaySound (m_soSound , SOUND_SIGHT , SOF_3D );
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}
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void CGuffy::WoundSound(void) {
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PlaySound (m_soSound , SOUND_WOUND , SOF_3D );
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}
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void CGuffy::DeathSound(void) {
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PlaySound (m_soSound , SOUND_DEATH , SOF_3D );
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}
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void CGuffy::FireRocket(FLOAT3D & vPos) {
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CPlacement3D plRocket ;
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plRocket . pl_PositionVector = vPos ;
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plRocket . pl_OrientationAngle = ANGLE3D (0 , - 5.0f - FRnd () * 10.0f , 0);
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plRocket . RelativeToAbsolute (GetPlacement ());
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CEntityPointer penProjectile = CreateEntity (plRocket , CLASS_PROJECTILE );
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ELaunchProjectile eLaunch ;
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eLaunch . penLauncher = this ;
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eLaunch . prtType = PRT_GUFFY_PROJECTILE ;
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penProjectile -> Initialize (eLaunch );
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}
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void CGuffy::EnemyPostInit(void)
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{
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m_soSound . Set3DParameters (160.0f , 50.0f , 1.0f , 1.0f);
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m_soFire1 . Set3DParameters (160.0f , 50.0f , 1.0f , 1.0f);
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m_soFire2 . Set3DParameters (160.0f , 50.0f , 1.0f , 1.0f);
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}
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INDEX CGuffy::AnimForDamage(FLOAT fDamage) {
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INDEX iAnim ;
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iAnim = GUFFY_ANIM_WOUND ;
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StartModelAnim (iAnim , 0);
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return iAnim ;
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}
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INDEX CGuffy::AnimForDeath(void) {
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INDEX iAnim ;
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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 = GUFFY_ANIM_DEATHBACKWARD ;
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}else {
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iAnim = GUFFY_ANIM_DEATHFORWARD ;
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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 CGuffy::WaitForDust(FLOAT3D & vStretch) {
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vStretch = FLOAT3D (1 , 1 , 2) * 1.5f;
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if(GetModelObject () -> GetAnim () == GUFFY_ANIM_DEATHBACKWARD )
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{
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return 0.48f;
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}
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else if(GetModelObject () -> GetAnim () == GUFFY_ANIM_DEATHFORWARD )
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{
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return 1.0f;
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}
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return - 1.0f;
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}
BOOL CGuffy::
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Fire(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CGuffy_Fire
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CGuffy::Fire expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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StartModelAnim (GUFFY_ANIM_FIRE , AOF_LOOPING );
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SetTimerAfter(0.1f);
Jump(STATE_CURRENT, 0x01580001, FALSE, EBegin());return TRUE;}BOOL CGuffy::H0x01580001_Fire_01(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01580001
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01580002, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGuffy::H0x01580002_Fire_02(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01580002
;
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FLOATmatrix3D m ;
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FLOAT3D fLookRight = FLOAT3D (1.0f , 0.0f , 0.0f);
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MakeRotationMatrixFast (m , GetPlacement () . pl_OrientationAngle );
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fLookRight = fLookRight * m ;
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BOOL bEnemyRight = fLookRight % (m_penEnemy -> GetPlacement () . pl_PositionVector - GetPlacement () . pl_PositionVector );
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if(bEnemyRight >= 0){
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ShootProjectile (PRT_GUFFY_PROJECTILE , FIRE_LEFT_ARM * m_fSize , ANGLE3D (0 , 0 , 0));
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PlaySound (m_soFire1 , SOUND_FIRE , SOF_3D );
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ShootProjectile (PRT_GUFFY_PROJECTILE , FIRE_RIGHT_ARM * m_fSize , ANGLE3D (- 9 , 0 , 0));
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PlaySound (m_soFire2 , SOUND_FIRE , SOF_3D );
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}else {
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ShootProjectile (PRT_GUFFY_PROJECTILE , FIRE_LEFT_ARM * m_fSize , ANGLE3D (9 , 0 , 0));
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PlaySound (m_soFire1 , SOUND_FIRE , SOF_3D );
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ShootProjectile (PRT_GUFFY_PROJECTILE , FIRE_RIGHT_ARM * m_fSize , ANGLE3D (0 , 0 , 0));
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PlaySound (m_soFire2 , SOUND_FIRE , SOF_3D );
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}
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SetTimerAfter(1.0f);
Jump(STATE_CURRENT, 0x01580003, FALSE, EBegin());return TRUE;}BOOL CGuffy::H0x01580003_Fire_03(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01580003
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01580004, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGuffy::H0x01580004_Fire_04(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01580004
;
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StopMoving ();
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MaybeSwitchToAnotherPlayer ();
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StandingAnimFight ();
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SetTimerAfter(FRnd () * 0.25f + 0.25f);
Jump(STATE_CURRENT, 0x01580005, FALSE, EBegin());return TRUE;}BOOL CGuffy::H0x01580005_Fire_05(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01580005
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01580006, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CGuffy::H0x01580006_Fire_06(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01580006
;
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Return(STATE_CURRENT,EReturn ());
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CGuffy::
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Main(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CGuffy_Main
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CGuffy::Main expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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InitAsModel ();
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SetPhysicsFlags (EPF_MODEL_WALKING );
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SetCollisionFlags (ECF_MODEL );
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SetFlags (GetFlags () | ENF_ALIVE );
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SetHealth (210.0f);
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m_fMaxHealth = 210.0f;
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en_fDensity = 2000.0f;
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SetModel (MODEL_GUFFY );
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m_fSize = 1.5f;
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SetModelMainTexture (TEXTURE_GUFFY );
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AddAttachment (GUFFY_ATTACHMENT_GUNRIGHT , MODEL_GUN , TEXTURE_GUN );
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AddAttachment (GUFFY_ATTACHMENT_GUNLEFT , MODEL_GUN , TEXTURE_GUN );
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GetModelObject () -> StretchModel (FLOAT3D (m_fSize , m_fSize , m_fSize ));
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ModelChangeNotify ();
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CModelObject * pmoRight = & GetModelObject () -> GetAttachmentModel (GUFFY_ATTACHMENT_GUNRIGHT ) -> amo_moModelObject ;
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pmoRight -> StretchModel (FLOAT3D (- 1 , 1 , 1));
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m_fBlowUpAmount = 10000.0f;
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m_iScore = 3000;
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if(m_fStepHeight == - 1){
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m_fStepHeight = 4.0f;
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}
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StandingAnim ();
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m_fWalkSpeed = FRnd () + 2.5f;
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m_aWalkRotateSpeed = AngleDeg (FRnd () * 10.0f + 500.0f);
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m_fAttackRunSpeed = FRnd () + 5.0f;
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m_aAttackRotateSpeed = AngleDeg (FRnd () * 50 + 245.0f);
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m_fCloseRunSpeed = FRnd () + 5.0f;
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m_aCloseRotateSpeed = AngleDeg (FRnd () * 50 + 245.0f);
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m_fAttackDistance = 150.0f;
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m_fCloseDistance = 0.0f;
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m_fStopDistance = 25.0f;
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m_fAttackFireTime = 5.0f;
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m_fCloseFireTime = 5.0f;
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m_fIgnoreRange = 250.0f;
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m_fBodyParts = 5;
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m_fDamageWounded = 100.0f;
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Jump(STATE_CURRENT, STATE_CEnemyBase_MainLoop, FALSE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};