mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
519 lines
16 KiB
JavaScript
519 lines
16 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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345
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%{
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#include "StdH.h"
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#include "ModelsMP/Enemies/CannonStatic/Turret.h"
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%}
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uses "EntitiesMP/ModelHolder2";
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uses "EntitiesMP/Projectile";
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uses "EntitiesMP/SoundHolder";
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uses "EntitiesMP/BloodSpray";
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uses "EntitiesMP/CannonBall";
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%{
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#define CANNONS_SIZE 2.0f
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// info structure
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static EntityInfo eiCannonStatic = {
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EIBT_WOOD, 10000.0f,
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0.0f, 1.5f*CANNONS_SIZE, 0.0f, // source (eyes)
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0.0f, 0.5f*CANNONS_SIZE, 0.0f, // target (body)
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};
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#define FIRING_POSITION_MUZZLE FLOAT3D(0.0f, 0.4f, -1.0f)
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#define MUZZLE_ROTATION_SPEED 45.0f //deg/sec
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%}
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class CCannonStatic: CEnemyBase {
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name "CannonStatic";
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thumbnail "Thumbnails\\CannonStatic.tbn";
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properties:
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1 FLOAT m_fHealth "Cannon Health" = 100.0f,
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2 RANGE m_fFiringRangeClose "Cannon Firing Close Range" = 50.0f,
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3 RANGE m_fFiringRangeFar "Cannon Firing Far Range" = 150.0f,
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4 FLOAT m_fShootingPeriod "Cannon Shooting Period" = 5.0f,
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5 FLOAT m_fSize = CANNONS_SIZE,
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6 FLOAT m_fMaxPitch "Cannon Max Pitch" = 20.0f,
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7 FLOAT m_fViewAngle "Cannon View Angle" = 2.5f,
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8 BOOL m_bActive "Cannon Active" = TRUE,
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20 FLOAT3D m_fRotSpeedMuzzle = ANGLE3D(0.0f, 0.0f, 0.0f),
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25 FLOAT m_fDistanceToPlayer = 0.0f,
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26 FLOAT m_fDesiredMuzzlePitch = 0.0f,
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27 INDEX m_iMuzzleDir = 1,
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28 FLOAT3D m_vFiringPos = FLOAT3D(0.0f, 0.0f, 0.0f),
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29 FLOAT3D m_vTarget = FLOAT3D(0.0f, 0.0f, 0.0f),
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40 FLOAT3D m_aBeginMuzzleRotation = ANGLE3D(0.0f, 0.0f, 0.0f),
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41 FLOAT3D m_aEndMuzzleRotation = ANGLE3D(0.0f, 0.0f, 0.0f),
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components:
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1 class CLASS_BASE "Classes\\EnemyBase.ecl",
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2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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4 class CLASS_CANNONBALL "Classes\\CannonBall.ecl",
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//5 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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// ************** CANNON MODEL **************
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10 model MODEL_TURRET "ModelsMP\\Enemies\\CannonStatic\\Turret.mdl",
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11 model MODEL_CANNON "ModelsMP\\Enemies\\CannonStatic\\Cannon.mdl",
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20 texture TEXTURE_TURRET "ModelsMP\\Enemies\\CannonStatic\\Turret.tex",
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21 texture TEXTURE_CANNON "Models\\Weapons\\Cannon\\Body.tex",
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// ************** CANNON PARTS **************
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30 model MODEL_DEBRIS_MUZZLE "ModelsMP\\Enemies\\CannonStatic\\Debris\\Cannon.mdl",
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31 model MODEL_DEBRIS_WHEEL "ModelsMP\\Enemies\\CannonStatic\\Debris\\Wheel.mdl",
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32 model MODEL_DEBRIS_WOOD "ModelsMP\\Enemies\\CannonStatic\\Debris\\Wood.mdl",
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35 model MODEL_BALL "Models\\Weapons\\Cannon\\Projectile\\CannonBall.mdl",
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36 texture TEXTURE_BALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex",
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// ************** SOUNDS **************
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50 sound SOUND_FIRE "ModelsMP\\Enemies\\CannonStatic\\Sounds\\Fire.wav",
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functions:
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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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str.PrintF(TRANS("A Cannon killed %s"), (const char *) strPlayerName);
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return str;
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}
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiCannonStatic;
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};
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnmCannon, "DataMP\\Messages\\Enemies\\CannonStatic.txt");
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return fnmCannon;
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};
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void Precache(void) {
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CEnemyBase::Precache();
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PrecacheModel(MODEL_DEBRIS_MUZZLE);
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PrecacheModel(MODEL_DEBRIS_WHEEL);
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PrecacheModel(MODEL_DEBRIS_WOOD);
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PrecacheModel(MODEL_BALL);
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PrecacheTexture(TEXTURE_BALL);
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PrecacheSound(SOUND_FIRE);
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PrecacheClass(CLASS_CANNONBALL);
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};
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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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// take less damage from heavy bullets (e.g. sniper)
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if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
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{
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fDamageAmmount*=0.5f;
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}
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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount,
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vHitPoint, vDirection);
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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return 0;
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};
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// death
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INDEX AnimForDeath(void) {
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return 0;
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};
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// cast a ray to entity checking only for brushes
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BOOL IsVisible(CEntity *penEntity)
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{
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ASSERT(penEntity!=NULL);
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// get ray source and target
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FLOAT3D vSource, vTarget;
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GetPositionCastRay(this, penEntity, vSource, vTarget);
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// cast the ray
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CCastRay crRay(this, vSource, vTarget);
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crRay.cr_ttHitModels = CCastRay::TT_NONE; // check for brushes only
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crRay.cr_bHitTranslucentPortals = FALSE;
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en_pwoWorld->CastRay(crRay);
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// if hit nothing (no brush) the entity can be seen
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return (crRay.cr_penHit==NULL);
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};
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BOOL IsInTheLineOfFire(CEntity *penEntity, FLOAT fAngle)
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{
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ASSERT(penEntity!=NULL);
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FLOAT fCosAngle;
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FLOAT3D vHeading;
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FLOAT3D vToPlayer;
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FLOAT3D vSide = FLOAT3D(1.0f, 0.0f, 0.0f)*GetRotationMatrix();
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FLOAT3D vFront = FLOAT3D(0.0f, 0.0f, -1.0f)*GetRotationMatrix();
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vToPlayer = penEntity->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector;
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vToPlayer.Normalize();
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fCosAngle = vToPlayer%vSide;
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// if on the firing plane
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if (Abs(fCosAngle)<CosFast(90.0f-fAngle)) {
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// if in front
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if ((vToPlayer%vFront)>0.0f) {
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return TRUE;
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}
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}
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return FALSE;
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}
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CPlayer *AcquireTarget() {
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// find actual number of players
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INDEX ctMaxPlayers = GetMaxPlayers();
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CEntity *penPlayer;
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for(INDEX i=0; i<ctMaxPlayers; i++) {
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penPlayer=GetPlayerEntity(i);
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if (penPlayer!=NULL && DistanceTo(this, penPlayer)<m_fFiringRangeFar) {
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// if this player is more or less directly in front of the shooter
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if (IsInTheLineOfFire(penPlayer, m_fViewAngle)) {
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// see if something blocks the path to the player
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if (IsVisible(penPlayer)) {
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return (CPlayer *)penPlayer;
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}
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}
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}
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}
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return NULL;
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};
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// spawn body parts
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void CannonBlowUp(void)
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{
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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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vNormalizedDamage += FLOAT3D(0.0f, 10.0f+FRnd()*10.0f, 0.0f);
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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_WOOD, DPT_NONE, BET_NONE, 1.0f, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f);
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Debris_Spawn(this, this, MODEL_DEBRIS_MUZZLE, TEXTURE_CANNON, 0, 0, 0, 0, m_fSize,
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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_DEBRIS_WHEEL, TEXTURE_TURRET, 0, 0, 0, 0, m_fSize,
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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_DEBRIS_WHEEL, TEXTURE_TURRET, 0, 0, 0, 0, m_fSize,
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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_DEBRIS_WOOD, TEXTURE_TURRET, 0, 0, 0, 0, m_fSize,
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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_DEBRIS_WOOD, TEXTURE_TURRET, 0, 0, 0, 0, m_fSize,
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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_BALL, TEXTURE_BALL, 0, 0, 0, 0, m_fSize/2.0f,
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FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
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// spawn explosion
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CPlacement3D plExplosion = GetPlacement();
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CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
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ESpawnEffect eSpawnEffect;
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eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
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eSpawnEffect.betType = BET_CANNON;
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FLOAT fSize = m_fBlowUpSize*1.0f;
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eSpawnEffect.vStretch = FLOAT3D(fSize,fSize,fSize);
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penExplosion->Initialize(eSpawnEffect);
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// spawn shockwave
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plExplosion = GetPlacement();
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penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
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eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
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eSpawnEffect.betType = BET_CANNONSHOCKWAVE;
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fSize = m_fBlowUpSize*1.0f;
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eSpawnEffect.vStretch = FLOAT3D(fSize,fSize,fSize);
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penExplosion->Initialize(eSpawnEffect);
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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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void PreMoving() {
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// manually update rotation of the attachments
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UpdateAttachmentRotations();
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CEnemyBase::PreMoving();
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}
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void PostMoving() {
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CEnemyBase::PostMoving();
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// make sure this entity stays in the moving list
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SetFlags(GetFlags()&~ENF_INRENDERING);
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}
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) {
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CAttachmentModelObject &amo0 = *GetModelObject()->GetAttachmentModel(TURRET_ATTACHMENT_CANNON);
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// rotate to between-tick position
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amo0.amo_plRelative.pl_OrientationAngle = Lerp(m_aBeginMuzzleRotation, m_aEndMuzzleRotation, _pTimer->GetLerpFactor());
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return CEnemyBase::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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};
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void UpdateAttachmentRotations( void )
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{
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// muzzle
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m_aBeginMuzzleRotation = m_aEndMuzzleRotation;
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m_aEndMuzzleRotation += m_fRotSpeedMuzzle*_pTimer->TickQuantum;
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}
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void UpdateFiringPos() {
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FLOATmatrix3D m;
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// initial position
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m_vFiringPos = FIRING_POSITION_MUZZLE*m_fSize;
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// pitch rotation
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MakeRotationMatrixFast(m, m_aBeginMuzzleRotation);
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m_vFiringPos = m_vFiringPos*m;
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// add translation
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CAttachmentModelObject &amo0 = *GetModelObject()->GetAttachmentModel(TURRET_ATTACHMENT_CANNON);
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m_vFiringPos += amo0.amo_plRelative.pl_PositionVector;
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}
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procedures:
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MainLoop() {
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wait() {
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on (EBegin) : {
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call WatchPlayers();
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resume;
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}
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on (EDeactivate) : {
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jump Inactive();
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}
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on (EDeath eDeath) : {
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jump Die(eDeath);
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}
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};
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return;
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};
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Die(EDeath eDeath) {
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// not alive anymore
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SetFlags(GetFlags()&~ENF_ALIVE);
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// find the one who killed, or other best suitable player
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CEntityPointer penKiller = eDeath.eLastDamage.penInflictor;
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if (penKiller==NULL || !IsOfClass(penKiller, "Player")) {
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penKiller = m_penEnemy;
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}
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if (penKiller==NULL || !IsOfClass(penKiller, "Player")) {
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penKiller = FixupCausedToPlayer(this, penKiller, /*bWarning=*/FALSE);
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}
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// if killed by someone
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if (penKiller!=NULL) {
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// give him score
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EReceiveScore eScore;
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eScore.iPoints = (INDEX) m_iScore;
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penKiller->SendEvent(eScore);
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if( CountAsKill())
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{
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penKiller->SendEvent(EKilledEnemy());
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}
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// send computer message
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EComputerMessage eMsg;
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eMsg.fnmMessage = GetComputerMessageName();
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if (eMsg.fnmMessage!="") {
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penKiller->SendEvent(eMsg);
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}
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}
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// send event to death target
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SendToTarget(m_penDeathTarget, m_eetDeathType, penKiller);
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// send event to spawner if any
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// NOTE: trigger's penCaused has been changed from penKiller to THIS;
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if (m_penSpawnerTarget) {
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SendToTarget(m_penSpawnerTarget, EET_TRIGGER, this);
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}
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// spawn debris
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CannonBlowUp();
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Destroy();
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return;
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};
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RotateMuzzle() {
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FLOAT fDeltaP = m_fDesiredMuzzlePitch - m_aBeginMuzzleRotation(2);
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// if close enough to desired rotation, don't rotate
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if (Abs(fDeltaP)<5.0f) { return EReturn(); }
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m_fRotSpeedMuzzle = ANGLE3D(0.0f, MUZZLE_ROTATION_SPEED*Sgn(fDeltaP), 0.0f);
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autowait(Abs(fDeltaP/MUZZLE_ROTATION_SPEED));
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m_fRotSpeedMuzzle = ANGLE3D(0.0f, 0.0f, 0.0f);
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UpdateFiringPos();
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return EReturn();
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};
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FireCannon() {
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FLOAT3D vToTarget = m_penEnemy->GetPlacement().pl_PositionVector -
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GetPlacement().pl_PositionVector + m_vFiringPos;
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vToTarget.Normalize();
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// get vector pointing in heading direction of the muzzle
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FLOAT3D vCannonFront = FLOAT3D(0.0f, 0.0f, -1.0f)*GetRotationMatrix();
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ANGLE aToPlayer = ACos(vToTarget%vCannonFront);
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FLOAT fPitch = aToPlayer + 5.0f;
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FLOAT3D vCannonUp = FLOAT3D(0.0, 1.0f, 0.0f)*GetRotationMatrix();
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// if too far, do not fire
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if (m_fDistanceToPlayer>m_fFiringRangeFar) {
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return EReturn();
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// if player under cannon, minimize pitch
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} else if (vToTarget%vCannonUp<0.0f) {
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fPitch = 5.0f;
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// if in far range
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} else if (m_fDistanceToPlayer>m_fFiringRangeClose) {
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if (aToPlayer<m_fMaxPitch) {
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fPitch = aToPlayer + m_fMaxPitch*(m_fDistanceToPlayer-m_fFiringRangeClose)/(m_fFiringRangeFar-m_fFiringRangeClose);
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} else if (TRUE) {
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fPitch = aToPlayer + 10.0f + m_fMaxPitch*(m_fDistanceToPlayer-m_fFiringRangeClose)/(m_fFiringRangeFar-m_fFiringRangeClose);
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}
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// just to make sure
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fPitch = Clamp(fPitch, 1.0f, 80.0f);
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}
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m_vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
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m_fDesiredMuzzlePitch = fPitch;
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autocall RotateMuzzle() EReturn;
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FLOAT3D vShooting = GetPlacement().pl_PositionVector + m_vFiringPos;
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FLOAT3D vSpeedDest = FLOAT3D(0.0f, 0.0f, 0.0f);
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FLOAT fLaunchSpeed;
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FLOAT fRelativeHdg;
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// calculate parameters for predicted angular launch curve
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EntityInfo *peiTarget = (EntityInfo*) (m_penEnemy->GetEntityInfo());
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CalculateAngularLaunchParams( vShooting, peiTarget->vTargetCenter[1]-6.0f/3.0f, m_vTarget,
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vSpeedDest, m_fDesiredMuzzlePitch , fLaunchSpeed, fRelativeHdg);
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// target enemy body
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FLOAT3D vShootTarget;
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GetEntityInfoPosition(m_penEnemy, peiTarget->vTargetCenter, vShootTarget);
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// launch
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CPlacement3D pl;
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PrepareFreeFlyingProjectile(pl, vShootTarget, m_vFiringPos, ANGLE3D( fRelativeHdg, m_fDesiredMuzzlePitch, 0));
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CEntityPointer penBall = CreateEntity(pl, CLASS_CANNONBALL);
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ELaunchCannonBall eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.fLaunchPower = fLaunchSpeed;
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eLaunch.cbtType = CBT_IRON;
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eLaunch.fSize = 1.0f;
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penBall->Initialize(eLaunch);
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return EReturn();
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};
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WatchPlayers()
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{
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// this is a kind of 'sleep' mode - check to see if any player entered
|
|
// the attack radius every once in a while
|
|
while(TRUE) {
|
|
autowait(0.20f);
|
|
CPlayer *pTarget = AcquireTarget();
|
|
if (pTarget) {
|
|
if ((pTarget->GetFlags()&ENF_ALIVE) && !(pTarget->GetFlags()&ENF_DELETED)) {
|
|
m_penEnemy = pTarget;
|
|
m_fDistanceToPlayer = DistanceTo(this, pTarget);
|
|
autocall FireCannon() EReturn;
|
|
autowait(m_fShootingPeriod);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Inactive()
|
|
{
|
|
m_fRotSpeedMuzzle = ANGLE3D(0.0f, 0.0f, 0.0f);
|
|
wait() {
|
|
on (EBegin) : { resume; }
|
|
on (EActivate) : {
|
|
jump MainLoop();
|
|
}
|
|
on (EDeath eDeath) : {
|
|
jump Die(eDeath);
|
|
}
|
|
otherwise (): { resume; }
|
|
}
|
|
}
|
|
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
en_fDensity = 2000.0f;
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_TURRET);
|
|
SetModelMainTexture(TEXTURE_TURRET);
|
|
|
|
AddAttachment(TURRET_ATTACHMENT_CANNON, MODEL_CANNON, TEXTURE_CANNON);
|
|
// setup moving speed
|
|
m_fWalkSpeed = 0.0f;
|
|
m_aWalkRotateSpeed = 0.0f;
|
|
m_fAttackRunSpeed = 0.0f;
|
|
m_aAttackRotateSpeed = 0.0f;
|
|
m_fCloseRunSpeed = 0.0f;
|
|
m_aCloseRotateSpeed = 0.0f;
|
|
// setup attack distances
|
|
m_fStopDistance = 100.0f;
|
|
//m_fBlowUpAmount = 65.0f;
|
|
m_fBlowUpAmount = 100.0f;
|
|
m_fBodyParts = 4;
|
|
m_fDamageWounded = 0.0f;
|
|
m_iScore = 750;
|
|
m_sptType = SPT_WOOD;
|
|
|
|
// properties that modify EnemyBase properties
|
|
if (m_fHealth<=0.0f) { m_fHealth=1.0f; }
|
|
m_fCloseFireTime = m_fAttackFireTime = m_fShootingPeriod;
|
|
SetHealth(m_fHealth); m_fMaxHealth = m_fHealth;
|
|
if (m_fFiringRangeFar<m_fFiringRangeClose) { m_fFiringRangeFar=m_fFiringRangeClose+1.0f; }
|
|
|
|
// set stretch factors for height and width
|
|
GetModelObject()->StretchModel(FLOAT3D(m_fSize, m_fSize, m_fSize));
|
|
|
|
ModelChangeNotify();
|
|
StandingAnim();
|
|
|
|
// don't continue behavior in base class! - this enemy is derived
|
|
// from CEnemyBase only because of its properties
|
|
autowait(0.05f);
|
|
SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
|
|
UpdateFiringPos();
|
|
|
|
if (!m_bActive) { jump Inactive(); }
|
|
jump MainLoop();
|
|
|
|
};
|
|
};
|