mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 07:14:50 +01:00
542 lines
18 KiB
C++
542 lines
18 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
324
|
|
%{
|
|
#include "StdH.h"
|
|
#include "Models/Enemies/Walker/Walker.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/EnemyBase";
|
|
uses "EntitiesMP/Projectile";
|
|
|
|
enum WalkerChar {
|
|
0 WLC_SOLDIER "Soldier", // soldier
|
|
1 WLC_SERGEANT "Sergeant", // sergeant
|
|
};
|
|
|
|
%{
|
|
// info structure
|
|
static EntityInfo eiWalker = {
|
|
EIBT_FLESH, 1000.0f,
|
|
0.0f, 5.4f, 0.0f,
|
|
0.0f, 4.5f, 0.0f,
|
|
};
|
|
|
|
#define SIZE_SOLDIER (0.5f)
|
|
#define SIZE_SERGEANT (1.0f)
|
|
#define FIRE_LEFT_ARM FLOAT3D(-2.5f, 5.0f, 0.0f)
|
|
#define FIRE_RIGHT_ARM FLOAT3D(+2.5f, 5.0f, 0.0f)
|
|
#define FIRE_DEATH_LEFT FLOAT3D( 0.0f, 7.0f, -2.0f)
|
|
#define FIRE_DEATH_RIGHT FLOAT3D(3.75f, 4.2f, -2.5f)
|
|
|
|
#define WALKERSOUND(soundname) ((m_EwcChar==WLC_SOLDIER)? (SOUND_SOLDIER_##soundname) : (SOUND_SERGEANT_##soundname))
|
|
%}
|
|
|
|
|
|
class CWalker : CEnemyBase {
|
|
name "Walker";
|
|
thumbnail "Thumbnails\\Walker.tbn";
|
|
|
|
properties:
|
|
1 enum WalkerChar m_EwcChar "Character" 'C' = WLC_SOLDIER,
|
|
2 INDEX m_iLoopCounter = 0,
|
|
3 FLOAT m_fSize = 1.0f,
|
|
4 BOOL m_bWalkSoundPlaying = FALSE,
|
|
5 FLOAT m_fThreatDistance = 5.0f,
|
|
|
|
10 CSoundObject m_soFeet,
|
|
11 CSoundObject m_soFire1,
|
|
12 CSoundObject m_soFire2,
|
|
13 CSoundObject m_soFire3,
|
|
14 CSoundObject m_soFire4,
|
|
|
|
components:
|
|
0 class CLASS_BASE "Classes\\EnemyBase.ecl",
|
|
1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
|
|
2 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
|
|
|
|
10 model MODEL_WALKER "Models\\Enemies\\Walker\\Walker.mdl",
|
|
11 texture TEXTURE_WALKER_SOLDIER "Models\\Enemies\\Walker\\Walker02.tex",
|
|
12 texture TEXTURE_WALKER_SERGEANT "Models\\Enemies\\Walker\\Walker01.tex",
|
|
14 model MODEL_LASER "Models\\Enemies\\Walker\\Laser.mdl",
|
|
15 texture TEXTURE_LASER "Models\\Enemies\\Walker\\Laser.tex",
|
|
16 model MODEL_ROCKETLAUNCHER "Models\\Enemies\\Walker\\RocketLauncher.mdl",
|
|
17 texture TEXTURE_ROCKETLAUNCHER "Models\\Enemies\\Walker\\RocketLauncher.tex",
|
|
|
|
// ************** SOUNDS **************
|
|
50 sound SOUND_SOLDIER_IDLE "Models\\Enemies\\Walker\\Sounds\\Soldier\\Idle.wav",
|
|
51 sound SOUND_SOLDIER_SIGHT "Models\\Enemies\\Walker\\Sounds\\Soldier\\Sight.wav",
|
|
53 sound SOUND_SOLDIER_FIRE_LASER "Models\\Enemies\\Walker\\Sounds\\Soldier\\Fire.wav",
|
|
54 sound SOUND_SOLDIER_DEATH "Models\\Enemies\\Walker\\Sounds\\Soldier\\Death.wav",
|
|
55 sound SOUND_SOLDIER_WALK "Models\\Enemies\\Walker\\Sounds\\Soldier\\Walk.wav",
|
|
|
|
60 sound SOUND_SERGEANT_IDLE "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Idle.wav",
|
|
61 sound SOUND_SERGEANT_SIGHT "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Sight.wav",
|
|
63 sound SOUND_SERGEANT_FIRE_ROCKET "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Fire.wav",
|
|
64 sound SOUND_SERGEANT_DEATH "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Death.wav",
|
|
65 sound SOUND_SERGEANT_WALK "Models\\Enemies\\Walker\\Sounds\\Sergeant\\Walk.wav",
|
|
|
|
/*
|
|
70 model MODEL_WALKER_HEAD1 "Models\\Enemies\\Walker\\Debris\\Head.mdl",
|
|
71 model MODEL_WALKER_HEAD2 "Models\\Enemies\\Walker\\Debris\\Head2.mdl",
|
|
72 model MODEL_WALKER_LEG "Models\\Enemies\\Walker\\Debris\\Leg.mdl",
|
|
*/
|
|
|
|
functions:
|
|
// describe how this enemy killed player
|
|
virtual CTString GetPlayerKillDescription(const CTString &strPlayerName, const EDeath &eDeath)
|
|
{
|
|
CTString str;
|
|
str.PrintF(TRANS("A Biomech blew %s away"), strPlayerName);
|
|
return str;
|
|
}
|
|
|
|
virtual const CTFileName &GetComputerMessageName(void) const {
|
|
static DECLARE_CTFILENAME(fnmSoldier, "Data\\Messages\\Enemies\\WalkerSmall.txt");
|
|
static DECLARE_CTFILENAME(fnmSergeant, "Data\\Messages\\Enemies\\WalkerBig.txt");
|
|
switch(m_EwcChar) {
|
|
default: ASSERT(FALSE);
|
|
case WLC_SOLDIER: return fnmSoldier;
|
|
case WLC_SERGEANT: return fnmSergeant;
|
|
}
|
|
}
|
|
// overridable function to get range for switching to another player
|
|
FLOAT GetThreatDistance(void)
|
|
{
|
|
return m_fThreatDistance;
|
|
}
|
|
|
|
BOOL ForcesCannonballToExplode(void)
|
|
{
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
return TRUE;
|
|
}
|
|
return CEnemyBase::ForcesCannonballToExplode();
|
|
}
|
|
|
|
void Precache(void) {
|
|
CEnemyBase::Precache();
|
|
|
|
PrecacheModel(MODEL_WALKER);
|
|
|
|
if (m_EwcChar==WLC_SOLDIER)
|
|
{
|
|
// sounds
|
|
PrecacheSound(SOUND_SOLDIER_IDLE );
|
|
PrecacheSound(SOUND_SOLDIER_SIGHT);
|
|
PrecacheSound(SOUND_SOLDIER_DEATH);
|
|
PrecacheSound(SOUND_SOLDIER_FIRE_LASER);
|
|
PrecacheSound(SOUND_SOLDIER_WALK);
|
|
// model's texture
|
|
PrecacheTexture(TEXTURE_WALKER_SOLDIER);
|
|
// weapon
|
|
PrecacheModel(MODEL_LASER);
|
|
PrecacheTexture(TEXTURE_LASER);
|
|
// projectile
|
|
PrecacheClass(CLASS_PROJECTILE, PRT_CYBORG_LASER);
|
|
}
|
|
else
|
|
{
|
|
// sounds
|
|
PrecacheSound(SOUND_SERGEANT_IDLE);
|
|
PrecacheSound(SOUND_SERGEANT_SIGHT);
|
|
PrecacheSound(SOUND_SERGEANT_DEATH);
|
|
PrecacheSound(SOUND_SERGEANT_FIRE_ROCKET);
|
|
PrecacheSound(SOUND_SERGEANT_WALK);
|
|
// model's texture
|
|
PrecacheTexture(TEXTURE_WALKER_SERGEANT);
|
|
// weapon
|
|
PrecacheModel(MODEL_ROCKETLAUNCHER);
|
|
PrecacheTexture(TEXTURE_ROCKETLAUNCHER);
|
|
// projectile
|
|
PrecacheClass(CLASS_PROJECTILE, PRT_WALKER_ROCKET);
|
|
}
|
|
};
|
|
/* Entity info */
|
|
void *GetEntityInfo(void) {
|
|
return &eiWalker;
|
|
};
|
|
|
|
FLOAT GetCrushHealth(void)
|
|
{
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
return 100.0f;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
/* Receive damage */
|
|
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
|
|
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
|
|
{
|
|
|
|
// take less damage from heavy bullets (e.g. sniper)
|
|
if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
|
|
{
|
|
fDamageAmmount*=0.666f;
|
|
}
|
|
|
|
// walker can't harm walker
|
|
if (!IsOfClass(penInflictor, "Walker") ||
|
|
((CWalker*)penInflictor)->m_EwcChar!=m_EwcChar) {
|
|
CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
|
|
}
|
|
};
|
|
|
|
|
|
// virtual anim functions
|
|
void StandingAnim(void) {
|
|
DeactivateWalkingSound();
|
|
StartModelAnim(WALKER_ANIM_STAND01, AOF_LOOPING|AOF_NORESTART);
|
|
};
|
|
void StandingAnimFight(void)
|
|
{
|
|
DeactivateWalkingSound();
|
|
StartModelAnim(WALKER_ANIM_IDLEFIGHT, AOF_LOOPING|AOF_NORESTART);
|
|
}
|
|
void WalkingAnim(void) {
|
|
ActivateWalkingSound();
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
StartModelAnim(WALKER_ANIM_WALKBIG, AOF_LOOPING|AOF_NORESTART);
|
|
} else {
|
|
StartModelAnim(WALKER_ANIM_WALK, AOF_LOOPING|AOF_NORESTART);
|
|
}
|
|
};
|
|
void RunningAnim(void) {
|
|
WalkingAnim();
|
|
};
|
|
void RotatingAnim(void) {
|
|
WalkingAnim();
|
|
};
|
|
|
|
// virtual sound functions
|
|
void IdleSound(void) {
|
|
PlaySound(m_soSound, WALKERSOUND(IDLE), SOF_3D);
|
|
};
|
|
void SightSound(void) {
|
|
PlaySound(m_soSound, WALKERSOUND(SIGHT), SOF_3D);
|
|
};
|
|
void DeathSound(void) {
|
|
PlaySound(m_soSound, WALKERSOUND(DEATH), SOF_3D);
|
|
};
|
|
|
|
// walking sounds
|
|
void ActivateWalkingSound(void)
|
|
{
|
|
if (!m_bWalkSoundPlaying) {
|
|
PlaySound(m_soFeet, WALKERSOUND(WALK), SOF_3D|SOF_LOOP);
|
|
m_bWalkSoundPlaying = TRUE;
|
|
}
|
|
}
|
|
void DeactivateWalkingSound(void)
|
|
{
|
|
m_soFeet.Stop();
|
|
m_bWalkSoundPlaying = FALSE;
|
|
}
|
|
|
|
// fire death rocket
|
|
void FireDeathRocket(FLOAT3D &vPos) {
|
|
CPlacement3D plRocket;
|
|
plRocket.pl_PositionVector = vPos;
|
|
plRocket.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0);
|
|
plRocket.RelativeToAbsolute(GetPlacement());
|
|
CEntityPointer penProjectile = CreateEntity(plRocket, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_WALKER_ROCKET;
|
|
penProjectile->Initialize(eLaunch);
|
|
};
|
|
// fire death laser
|
|
void FireDeathLaser(FLOAT3D &vPos) {
|
|
CPlacement3D plLaser;
|
|
plLaser.pl_PositionVector = vPos;
|
|
plLaser.pl_OrientationAngle = ANGLE3D(0, -5.0f-FRnd()*10.0f, 0);
|
|
plLaser.RelativeToAbsolute(GetPlacement());
|
|
CEntityPointer penProjectile = CreateEntity(plLaser, CLASS_PROJECTILE);
|
|
ELaunchProjectile eLaunch;
|
|
eLaunch.penLauncher = this;
|
|
eLaunch.prtType = PRT_CYBORG_LASER;
|
|
penProjectile->Initialize(eLaunch);
|
|
};
|
|
|
|
|
|
|
|
// adjust sound and watcher parameters here if needed
|
|
void EnemyPostInit(void)
|
|
{
|
|
// set sound default parameters
|
|
m_soSound.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFeet.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFire1.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFire2.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFire3.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
m_soFire4.Set3DParameters(160.0f, 50.0f, 1.0f, 1.0f);
|
|
};
|
|
|
|
/************************************************************
|
|
* BLOW UP FUNCTIONS *
|
|
************************************************************/
|
|
// spawn body parts
|
|
/* void BlowUp(void)
|
|
{
|
|
// get your size
|
|
FLOATaabbox3D box;
|
|
GetBoundingBox(box);
|
|
FLOAT fEntitySize = box.Size().MaxNorm();
|
|
|
|
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
|
|
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
|
|
|
|
vNormalizedDamage *= 0.75f;
|
|
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
|
|
|
|
// spawn debris
|
|
Debris_Begin(EIBT_FLESH, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 5.0f, 2.0f);
|
|
Debris_Spawn(this, this, MODEL_WALKER_HEAD1, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.1250f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
Debris_Spawn(this, this, MODEL_WALKER_HEAD2, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.125f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
Debris_Spawn(this, this, MODEL_WALKER_LEG, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.125f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
Debris_Spawn(this, this, MODEL_WALKER_LEG, TEXTURE_WALKER_SOLDIER, 0, 0, 0, 0, 0.125f,
|
|
FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f));
|
|
|
|
// hide yourself (must do this after spawning debris)
|
|
SwitchToEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
};*/
|
|
|
|
procedures:
|
|
/************************************************************
|
|
* A T T A C K E N E M Y *
|
|
************************************************************/
|
|
Fire(EVoid) : CEnemyBase::Fire {
|
|
DeactivateWalkingSound();
|
|
// to fire
|
|
StartModelAnim(WALKER_ANIM_TOFIRE, 0);
|
|
m_fLockOnEnemyTime = GetModelObject()->GetAnimLength(WALKER_ANIM_TOFIRE);
|
|
autocall CEnemyBase::LockOnEnemy() EReturn;
|
|
|
|
// sergeant 4 rockets
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
StartModelAnim(WALKER_ANIM_FIRERIGHT, AOF_LOOPING);
|
|
ShootProjectile(PRT_WALKER_ROCKET, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soFire1, SOUND_SERGEANT_FIRE_ROCKET, SOF_3D);
|
|
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
|
|
m_fLockOnEnemyTime = 1.0f;
|
|
} else {
|
|
m_fLockOnEnemyTime = 0.5f;
|
|
}
|
|
autocall CEnemyBase::LockOnEnemy() EReturn;
|
|
StartModelAnim(WALKER_ANIM_FIRELEFT, AOF_LOOPING);
|
|
ShootProjectile(PRT_WALKER_ROCKET, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soFire2, SOUND_SERGEANT_FIRE_ROCKET, SOF_3D);
|
|
|
|
// m_fLockOnEnemyTime = 0.25f;
|
|
// autocall CEnemyBase::LockOnEnemy() EReturn;
|
|
}
|
|
if (m_EwcChar==WLC_SOLDIER) {
|
|
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
|
|
m_iLoopCounter = 4;
|
|
} else {
|
|
m_iLoopCounter = 8;
|
|
}
|
|
while(m_iLoopCounter>0) {
|
|
if (m_iLoopCounter%2) {
|
|
StartModelAnim(WALKER_ANIM_FIRELEFT, AOF_LOOPING);
|
|
ShootProjectile(PRT_CYBORG_LASER, FIRE_LEFT_ARM*m_fSize, ANGLE3D(0, 0, 0));
|
|
} else {
|
|
StartModelAnim(WALKER_ANIM_FIRERIGHT, AOF_LOOPING);
|
|
ShootProjectile(PRT_CYBORG_LASER, FIRE_RIGHT_ARM*m_fSize, ANGLE3D(0, 0, 0));
|
|
}
|
|
INDEX iChannel = m_iLoopCounter%4;
|
|
if (iChannel==0) {
|
|
PlaySound(m_soFire1, SOUND_SOLDIER_FIRE_LASER, SOF_3D);
|
|
} else if (iChannel==1) {
|
|
PlaySound(m_soFire2, SOUND_SOLDIER_FIRE_LASER, SOF_3D);
|
|
} else if (iChannel==2) {
|
|
PlaySound(m_soFire3, SOUND_SOLDIER_FIRE_LASER, SOF_3D);
|
|
} else if (iChannel==3) {
|
|
PlaySound(m_soFire4, SOUND_SOLDIER_FIRE_LASER, SOF_3D);
|
|
}
|
|
if (m_iLoopCounter>1) {
|
|
if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) {
|
|
m_fLockOnEnemyTime = 0.4f;
|
|
} else {
|
|
m_fLockOnEnemyTime = 0.1f;
|
|
}
|
|
autocall CEnemyBase::LockOnEnemy() EReturn;
|
|
}
|
|
m_iLoopCounter--;
|
|
}
|
|
}
|
|
StopMoving();
|
|
|
|
MaybeSwitchToAnotherPlayer();
|
|
|
|
// from fire
|
|
StartModelAnim(WALKER_ANIM_FROMFIRE, 0);
|
|
autowait(GetModelObject()->GetAnimLength(WALKER_ANIM_FROMFIRE));
|
|
|
|
// wait for a while
|
|
StandingAnimFight();
|
|
autowait(FRnd()*0.1f+0.1f);
|
|
|
|
return EReturn();
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* D E A T H *
|
|
************************************************************/
|
|
Death(EVoid) : CEnemyBase::Death {
|
|
// stop moving
|
|
StopMoving();
|
|
DeathSound(); // death sound
|
|
DeactivateWalkingSound();
|
|
|
|
// set physic flags
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
|
|
// death notify (change collision box)
|
|
ChangeCollisionBoxIndexWhenPossible(WALKER_COLLISION_BOX_DEATH);
|
|
|
|
// start death anim
|
|
StartModelAnim(WALKER_ANIM_DEATH, 0);
|
|
autowait(0.9f);
|
|
|
|
// one rocket/laser from left or right arm
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
if (IRnd()&1) {
|
|
FireDeathRocket(FIRE_DEATH_RIGHT*m_fSize);
|
|
} else {
|
|
FireDeathRocket(FIRE_DEATH_LEFT*m_fSize);
|
|
}
|
|
PlaySound(m_soSound, SOUND_SERGEANT_FIRE_ROCKET, SOF_3D);
|
|
}
|
|
if (m_EwcChar==WLC_SOLDIER) {
|
|
if (IRnd()&1) {
|
|
FireDeathLaser(FIRE_DEATH_RIGHT*m_fSize);
|
|
} else {
|
|
FireDeathLaser(FIRE_DEATH_LEFT*m_fSize);
|
|
}
|
|
PlaySound(m_soFire2, SOUND_SOLDIER_FIRE_LASER, SOF_3D);
|
|
}
|
|
autowait(0.25f);
|
|
|
|
FLOAT fStretch=2.0f;
|
|
if (m_EwcChar==WLC_SERGEANT)
|
|
{
|
|
fStretch=4.0f;
|
|
}
|
|
// spawn dust effect
|
|
CPlacement3D plFX=GetPlacement();
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.vStretch = FLOAT3D(1.5,1,1)*fStretch;
|
|
ese.vNormal = FLOAT3D(0,1,0);
|
|
ese.betType = BET_DUST_FALL;
|
|
CPlacement3D plSmoke=plFX;
|
|
plSmoke.pl_PositionVector+=FLOAT3D(0,0.35f*ese.vStretch(2),0);
|
|
CEntityPointer penFX = CreateEntity(plSmoke, CLASS_BASIC_EFFECT);
|
|
penFX->Initialize(ese);
|
|
|
|
autowait(0.35f);
|
|
|
|
return EEnd();
|
|
};
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
SetHealth(750.0f);
|
|
m_fMaxHealth = 750.0f;
|
|
} else {
|
|
SetHealth(150.0f);
|
|
m_fMaxHealth = 150.0f;
|
|
}
|
|
en_fDensity = 3000.0f;
|
|
|
|
m_sptType = SPT_ELECTRICITY_SPARKS;
|
|
|
|
// set your appearance
|
|
SetModel(MODEL_WALKER);
|
|
if (m_EwcChar==WLC_SERGEANT) {
|
|
m_fSize = 1.0f;
|
|
SetModelMainTexture(TEXTURE_WALKER_SERGEANT);
|
|
AddAttachment(WALKER_ATTACHMENT_ROCKETLAUNCHER_LT, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER);
|
|
AddAttachment(WALKER_ATTACHMENT_ROCKETLAUNCHER_RT, MODEL_ROCKETLAUNCHER, TEXTURE_ROCKETLAUNCHER);
|
|
GetModelObject()->StretchModel(FLOAT3D(1,1,1));
|
|
ModelChangeNotify();
|
|
CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(WALKER_ATTACHMENT_ROCKETLAUNCHER_RT)->amo_moModelObject;
|
|
pmoRight->StretchModel(FLOAT3D(-1,1,1));
|
|
m_fBlowUpAmount = 1E10f;
|
|
m_iScore = 7500;
|
|
m_fThreatDistance = 15;
|
|
} else {
|
|
m_fSize = 0.5f;
|
|
SetModelMainTexture(TEXTURE_WALKER_SOLDIER);
|
|
AddAttachment(WALKER_ATTACHMENT_LASER_LT, MODEL_LASER, TEXTURE_LASER);
|
|
AddAttachment(WALKER_ATTACHMENT_LASER_RT, MODEL_LASER, TEXTURE_LASER);
|
|
GetModelObject()->StretchModel(FLOAT3D(0.5f,0.5f,0.5f));
|
|
ModelChangeNotify();
|
|
CModelObject *pmoRight = &GetModelObject()->GetAttachmentModel(WALKER_ATTACHMENT_LASER_RT)->amo_moModelObject;
|
|
pmoRight->StretchModel(FLOAT3D(-0.5f,0.5f,0.5f));
|
|
m_fBlowUpAmount = 1E10f;
|
|
//m_fBlowUpAmount = 100.0f;
|
|
//m_bRobotBlowup = TRUE;
|
|
m_iScore = 2000;
|
|
m_fThreatDistance = 5;
|
|
}
|
|
if (m_fStepHeight==-1) {
|
|
m_fStepHeight = 4.0f;
|
|
}
|
|
|
|
StandingAnim();
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd()*1.5f + 9.0f;
|
|
m_aWalkRotateSpeed = AngleDeg(FRnd()*50.0f + 500.0f);
|
|
m_fAttackRunSpeed = m_fWalkSpeed;
|
|
m_aAttackRotateSpeed = m_aWalkRotateSpeed/2;
|
|
m_fCloseRunSpeed = m_fWalkSpeed;
|
|
m_aCloseRotateSpeed = m_aWalkRotateSpeed/2;
|
|
m_fWalkSpeed/=2.0f;
|
|
// setup attack distances
|
|
m_fAttackDistance = 150.0f;
|
|
m_fCloseDistance = 0.0f;
|
|
m_fStopDistance = 15.0f;
|
|
m_fAttackFireTime = 3.0f;
|
|
m_fCloseFireTime = 1.0f;
|
|
m_fIgnoreRange = 300.0f;
|
|
// damage/explode properties
|
|
m_fBodyParts = 8;
|
|
m_fDamageWounded = 100000.0f;
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|