mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
567 lines
18 KiB
C++
567 lines
18 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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343
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%{
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#include "StdH.h"
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//#include "ModelsMP/Enemies/Grunt/Grunt.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/BasicEffects";
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enum GruntSkaType {
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0 GT_SOLDIER "Grunt soldier",
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1 GT_COMMANDER "Grunt commander",
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};
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%{
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#define STRETCH_SOLDIER 1.2f
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#define STRETCH_COMMANDER 1.4f
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// info structure
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static EntityInfo eiGruntSoldier = {
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EIBT_FLESH, 200.0f,
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0.0f, 1.9f*STRETCH_SOLDIER, 0.0f, // source (eyes)
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0.0f, 1.3f*STRETCH_SOLDIER, 0.0f, // target (body)
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};
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static EntityInfo eiGruntCommander = {
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EIBT_FLESH, 250.0f,
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0.0f, 1.9f*STRETCH_COMMANDER, 0.0f, // source (eyes)
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0.0f, 1.3f*STRETCH_COMMANDER, 0.0f, // target (body)
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};
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#define FIREPOS_SOLDIER FLOAT3D(0.07f, 1.36f, -0.78f)*STRETCH_SOLDIER
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#define FIREPOS_COMMANDER_UP FLOAT3D(0.09f, 1.45f, -0.62f)*STRETCH_COMMANDER
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#define FIREPOS_COMMANDER_DN FLOAT3D(0.10f, 1.30f, -0.60f)*STRETCH_COMMANDER
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#define COMANDER_SMC_MODEL "ModelsSKA\\Enemies\\Grunt\\Commander.smc"
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#define SOLIDER_SMC_MODEL "ModelsSKA\\Enemies\\Grunt\\Grunt.smc"
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#define GRUNT_MESH
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#define GRUNT_SKELETON
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#define GRUNT_ANIMSET
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#define GRUNT_TEXTURE
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#define CLEAR_ANIM_TIME 0.2f
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static INDEX idGrunt_Wound = -1;
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static INDEX idGrunt_Run = -1;
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static INDEX idGrunt_IdlePatrol = -1;
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static INDEX idGrunt_IdleAttack = -1;
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static INDEX idGrunt_Fire = -1;
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static INDEX idGrunt_Default = -1;
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static INDEX idGrunt_DeathForward = -1;
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static INDEX idGrunt_DeathBackward = -1;
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static INDEX idGrunt_GunModel = -1;
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static INDEX idGrund_NormalBox = -1;
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static INDEX idGrund_DeathBox = -1;
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static CTextureObject _toStar01;
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#define SHP_BASE_TEXTURE 0
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%}
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class CGruntSka: CEnemyBase {
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name "GruntSka";
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thumbnail "Thumbnails\\Grunt.tbn";
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properties:
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1 enum GruntSkaType m_gtType "Type" 'Y' = GT_SOLDIER,
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10 CSoundObject m_soFire1,
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11 CSoundObject m_soFire2,
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20 FLOAT m_fMidBoneRot = 0.0f,
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30 CModelInstance m_miTest,
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// class internal
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components:
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1 class CLASS_BASE "Classes\\EnemyBase.ecl",
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3 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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// ************** SOUNDS **************
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50 sound SOUND_IDLE "ModelsMP\\Enemies\\Grunt\\Sounds\\Idle.wav",
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52 sound SOUND_SIGHT "ModelsMP\\Enemies\\Grunt\\Sounds\\Sight.wav",
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53 sound SOUND_WOUND "ModelsMP\\Enemies\\Grunt\\Sounds\\Wound.wav",
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57 sound SOUND_FIRE "ModelsMP\\Enemies\\Grunt\\Sounds\\Fire.wav",
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58 sound SOUND_DEATH "ModelsMP\\Enemies\\Grunt\\Sounds\\Death.wav",
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functions:
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void CGruntSka(void)
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{
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// Get animation id's
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idGrunt_Wound = ska_GetIDFromStringTable("Grunt_Wound");
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idGrunt_Run = ska_GetIDFromStringTable("Grunt_Run");
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idGrunt_IdlePatrol = ska_GetIDFromStringTable("Grunt_IdlePatrol");
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idGrunt_IdleAttack = ska_GetIDFromStringTable("Grunt_IdleAttack");
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idGrunt_Fire = ska_GetIDFromStringTable("Grunt_Fire");
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idGrunt_Default = ska_GetIDFromStringTable("Grunt_Default");
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idGrunt_DeathForward = ska_GetIDFromStringTable("Grunt_DeathForward");
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idGrunt_DeathBackward = ska_GetIDFromStringTable("Grunt_DeathBackward");
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idGrunt_GunModel = ska_GetIDFromStringTable("Flamer");
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// Get colision box id's
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idGrund_NormalBox = ska_GetIDFromStringTable("Normal");
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idGrund_DeathBox = ska_GetIDFromStringTable("Death");
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};
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void CreateTestModelInstance()
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{
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try {
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m_miTest.AddMesh_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.bm");
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m_miTest.AddSkeleton_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.bs");
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m_miTest.AddAnimSet_t((CTString)"ModelsSKA\\Test\\Arm\\Arm.ba");
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m_miTest.AddTexture_t((CTString)"ModelsSKA\\Test\\Arm\\Objects\\Arm.tex","Arm",NULL);
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m_miTest.AddColisionBox("Default",FLOAT3D(-0.5f,0.0f,-0.5f),FLOAT3D(0.5f,2.0f,0.5f));
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} catch (char *strErr) {
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FatalError(strErr);
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}
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}
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void BuildGruntModel()
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{
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// CreateTestModelInstance();
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en_pmiModelInstance = CreateModelInstance("GruntSka");
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CModelInstance *pmi = GetModelInstance();
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try{
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// setup grunt solider
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pmi->AddMesh_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.bm");
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pmi->AddSkeleton_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.bs");
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pmi->AddAnimSet_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Grunt.ba");
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pmi->AddTexture_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Soldier.tex","Grunt",NULL);
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pmi->AddColisionBox("Default",FLOAT3D(-0.5f,0.0f,-0.5f),FLOAT3D(0.5f,2.0f,0.5f));
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// setup weapon
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CModelInstance *pmiFlamer = CreateModelInstance("Flamer");
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pmiFlamer->AddMesh_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.bm");
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pmiFlamer->AddSkeleton_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.bs");
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pmiFlamer->AddAnimSet_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.ba");
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pmiFlamer->AddTexture_t((CTString)"ModelsSKA\\Weapons\\Flamer\\Flamer.tex","Flamer",NULL);
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pmiFlamer->AddTexture_t((CTString)"ModelsSKA\\Enemies\\Grunt\\Lava04FX.tex","Lava04FX",NULL);
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// Set flamer offset
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pmiFlamer->SetOffsetRot(ANGLE3D(0,0,180));
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// Attach flamer to grunt
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pmi->AddChild(pmiFlamer);
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// Set flamer parent bone
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INDEX iParenBoneID = ska_GetIDFromStringTable("R_Hand");
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pmiFlamer->SetParentBone(iParenBoneID);
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// Set colision info
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SetSkaColisionInfo();
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} catch(char *strErr) {
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FatalError(strErr);
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}
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};
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void BuildCommanderModel(CEntity *penGrunt)
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{
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SetSkaModel("ModelsSKA\\Enemies\\Grunt\\CommanderNoGun.smc");
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CModelInstance *pmiFlamer = NULL;
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try{
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pmiFlamer = ParseSmcFile_t("ModelsSKA\\Weapons\\Flamer\\Flamer.smc");
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} catch(char *strErr) {
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FatalError(strErr);
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}
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// Set flamer parent bone
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INDEX iParenBoneID = ska_GetIDFromStringTable("R_Hand");
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CModelInstance *pmi = GetModelInstance();
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pmi->AddChild(pmiFlamer);
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pmiFlamer->SetParentBone(iParenBoneID);
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// Set flamer offset
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pmiFlamer->SetOffsetRot(ANGLE3D(0,0,180));
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// Set colision info
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SetSkaColisionInfo();
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};
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/*
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void Particles_OneParticle( FLOAT3D vPos )
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{
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Particle_PrepareTexture(&_toStar01, PBT_ADDALPHA);
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Particle_SetTexturePart( 512, 512, 0, 0);
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COLOR col = RGBAToColor(128, 128, 128, 128);
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Particle_RenderSquare( vPos, 1.0f, 0.0f, col);
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Particle_Flush();
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}
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void RenderParticles(void) {
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INDEX iBoneID = ska_GetIDFromStringTable("R_Hand");
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FLOAT3D vStartPoint;
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FLOAT3D vEndPoint;
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if(GetBoneAbsPosition(iBoneID,vStartPoint,vEndPoint)) {
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Particles_OneParticle(vStartPoint);
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}
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};
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*/
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/*
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void AdjustBones()
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{
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INDEX iBoneID = ska_GetIDFromStringTable("MidTorso");
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RenBone *rb = RM_FindRenBone(iBoneID);
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if(rb!=NULL) {
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FLOATquat3D quat;
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quat.FromEuler(ANGLE3D(0,0,AngleRad(Sin(m_fMidBoneRot)/3.0f)));
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rb->rb_arRot.ar_qRot = quat;
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}
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m_fMidBoneRot+=1;
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};
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*/
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/*
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void AdjustBones()
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{
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INDEX ctrb = 0;
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RenBone *pRenBones=RM_GetRenBoneArray(ctrb);
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// for each t ren bones after first dummy one
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for(INDEX irb=1;irb<ctrb-3;irb+=3) {
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RenBone &rb = pRenBones[irb];
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FLOATquat3D quat;
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quat.FromEuler(ANGLE3D(0,0,AngleRad(Sin(m_fMidBoneRot)/3.0f)));
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rb.rb_arRot.ar_qRot = quat;
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}
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m_fMidBoneRot+=1;
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}
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*/
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/*
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void AdjustShaderParams(INDEX iSurfaceID,CShader *pShader,ShaderParams &spParams)
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{
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INDEX iFlamerMeshID = ska_GetIDFromStringTable("Top");
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if(iSurfaceID == iFlamerMeshID) {
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if(pShader != NULL) {
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ShaderDesc sdDesc;
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pShader->GetShaderDesc(sdDesc);
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if(sdDesc.sd_astrTextureNames.Count() > SHP_BASE_TEXTURE) {
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spParams.sp_aiTextureIDs[SHP_BASE_TEXTURE] = ska_GetIDFromStringTable("Lava04FX");
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}
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}
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}
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}
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*/
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/*
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CModelInstance *GetModelInstanceForRendering()
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{
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return &m_miTest;
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};
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*/
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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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str.PrintF(TRANS("A Grunt sent %s into the halls of Valhalla"), 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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if (m_gtType==GT_SOLDIER) {
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return &eiGruntSoldier;
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} else if (m_gtType==GT_COMMANDER) {
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return &eiGruntSoldier;
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} else {
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ASSERT("Unknown grunt type!");
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return NULL;
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}
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};
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virtual const CTFileName &GetComputerMessageName(void) const {
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static DECLARE_CTFILENAME(fnmSoldier, "DataMP\\Messages\\Enemies\\GruntSoldier.txt");
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static DECLARE_CTFILENAME(fnmCommander, "DataMP\\Messages\\Enemies\\GruntCommander.txt");
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switch(m_gtType) {
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default: ASSERT(FALSE);
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case GT_SOLDIER: return fnmSoldier;
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case GT_COMMANDER: return fnmCommander;
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}
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};
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void Precache(void) {
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CEnemyBase::Precache();
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if (m_gtType==GT_SOLDIER) {
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PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_SOL);
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}
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if (m_gtType==GT_COMMANDER) {
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PrecacheClass(CLASS_PROJECTILE, PRT_GRUNT_PROJECTILE_COM);
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}
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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_FIRE);
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PrecacheSound(SOUND_DEATH);
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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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CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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};
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// damage anim
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INDEX AnimForDamage(FLOAT fDamage) {
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GetModelInstance()->AddAnimation(idGrunt_Wound,AN_CLEAR,1,0);
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return idGrunt_Wound;
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};
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// death
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INDEX AnimForDeath(void) {
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INDEX idAnimDeath;
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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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idAnimDeath = idGrunt_DeathBackward;
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} else {
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idAnimDeath = idGrunt_DeathForward;
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}
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GetModelInstance()->AddAnimation(idAnimDeath,AN_CLEAR,1,0);
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return idAnimDeath;
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};
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FLOAT WaitForDust(FLOAT3D &vStretch) {
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vStretch=FLOAT3D(1,1,2);
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if(GetModelInstance()->IsAnimationPlaying(idGrunt_DeathBackward)) {
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return 0.5f;
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} else if(GetModelInstance()->IsAnimationPlaying(idGrunt_DeathForward)) {
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return 1.0f;
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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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INDEX iBoxIndex = GetModelInstance()->GetColisionBoxIndex(idGrund_DeathBox);
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ASSERT(iBoxIndex>=0);
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ChangeCollisionBoxIndexWhenPossible(iBoxIndex);
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en_fDensity = 500.0f;
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};
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// virtual anim functions
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void StandingAnim(void) {
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GetModelInstance()->AddAnimation(idGrunt_IdleAttack,AN_LOOPING|AN_NORESTART|AN_CLEAR,1,0);
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};
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/*void StandingAnimFight(void)
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{
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StartModelAnim(HEADMAN_ANIM_IDLE_FIGHT, AOF_LOOPING|AOF_NORESTART);
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}*/
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void RunningAnim(void) {
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GetModelInstance()->AddAnimation(idGrunt_Run,AN_LOOPING|AN_NORESTART|AN_CLEAR,1,0);
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};
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void WalkingAnim(void) {
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RunningAnim();
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};
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void RotatingAnim(void) {
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RunningAnim();
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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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// adjust sound and watcher parameters here if needed
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void EnemyPostInit(void)
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{
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// set sound default parameters
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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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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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Fire(EVoid) : CEnemyBase::Fire {
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// soldier
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if (m_gtType == GT_SOLDIER) {
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autocall SoldierAttack() EEnd;
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// commander
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} else if (m_gtType == GT_COMMANDER) {
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autocall CommanderAttack() EEnd;
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// should never get here
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} else{
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ASSERT(FALSE);
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}
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return EReturn();
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};
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// Soldier attack
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SoldierAttack(EVoid) {
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StandingAnimFight();
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autowait(0.2f + FRnd()*0.25f);
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GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1.0f,0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
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autowait(0.15f + FRnd()*0.1f);
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GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1.0f,0);
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ShootProjectile(PRT_GRUNT_PROJECTILE_SOL, FIREPOS_SOLDIER, ANGLE3D(0, 0, 0));
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PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
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autowait(FRnd()*0.333f);
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return EEnd();
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};
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// Commander attack (predicted firing on moving player)
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CommanderAttack(EVoid) {
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StandingAnimFight();
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autowait(0.2f + FRnd()*0.25f);
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/*FLOAT3D vGunPosAbs = GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 1.0f, 0.0f)*GetRotationMatrix();
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FLOAT3D vEnemySpeed = ((CMovableEntity&) *m_penEnemy).en_vCurrentTranslationAbsolute;
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FLOAT3D vEnemyPos = ((CMovableEntity&) *m_penEnemy).GetPlacement().pl_PositionVector;
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FLOAT fLaserSpeed = 45.0f; // m/s
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FLOAT3D vPredictedEnemyPosition = CalculatePredictedPosition(vGunPosAbs,
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vEnemyPos, fLaserSpeed, vEnemySpeed, GetPlacement().pl_PositionVector(2) );
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ShootPredictedProjectile(PRT_GRUNT_LASER, vPredictedEnemyPosition, FLOAT3D(0.0f, 1.0f, 0.0f), ANGLE3D(0, 0, 0));*/
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GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
|
|
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-20, 0, 0));
|
|
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
|
|
|
|
autowait(0.035f);
|
|
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
|
|
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(-10, 0, 0));
|
|
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
|
|
|
|
autowait(0.035f);
|
|
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
|
|
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(0, 0, 0));
|
|
PlaySound(m_soFire1, SOUND_FIRE, SOF_3D);
|
|
|
|
autowait(0.035f);
|
|
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
|
|
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(10, 0, 0));
|
|
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
|
|
|
|
autowait(0.035f);
|
|
GetModelInstance()->AddAnimation(idGrunt_Fire,AN_CLEAR,1,0);
|
|
ShootProjectile(PRT_GRUNT_PROJECTILE_COM, FIREPOS_COMMANDER_DN, ANGLE3D(20, 0, 0));
|
|
PlaySound(m_soFire2, SOUND_FIRE, SOF_3D);
|
|
|
|
autowait(FRnd()*0.5f);
|
|
return EEnd();
|
|
};
|
|
|
|
/************************************************************
|
|
* M A I N *
|
|
************************************************************/
|
|
Main(EVoid) {
|
|
// declare yourself as a model
|
|
InitAsSkaModel();
|
|
SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
|
|
SetCollisionFlags(ECF_MODEL);
|
|
SetFlags(GetFlags()|ENF_ALIVE);
|
|
en_tmMaxHoldBreath = 5.0f;
|
|
en_fDensity = 2000.0f;
|
|
//m_fBlowUpSize = 2.0f;
|
|
|
|
//_toStar01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star01.tex"));
|
|
|
|
|
|
// set your appearance
|
|
switch (m_gtType) {
|
|
case GT_SOLDIER:
|
|
SetSkaModel(SOLIDER_SMC_MODEL);
|
|
// BuildGruntModel();
|
|
|
|
// setup moving speed
|
|
m_fWalkSpeed = FRnd() + 2.5f;
|
|
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
|
|
m_fAttackRunSpeed = FRnd() + 6.5f;
|
|
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
|
|
m_fCloseRunSpeed = FRnd() + 6.5f;
|
|
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 80.0f;
|
|
m_fCloseDistance = 0.0f;
|
|
m_fStopDistance = 8.0f;
|
|
m_fAttackFireTime = 2.0f;
|
|
m_fCloseFireTime = 1.0f;
|
|
m_fIgnoreRange = 200.0f;
|
|
//m_fBlowUpAmount = 65.0f;
|
|
m_fBlowUpAmount = 80.0f;
|
|
m_fBodyParts = 4;
|
|
m_fDamageWounded = 0.0f;
|
|
m_iScore = 500;
|
|
SetHealth(40.0f);
|
|
m_fMaxHealth = 40.0f;
|
|
// set stretch factors for height and width
|
|
GetModelInstance()->StretchModel(FLOAT3D(STRETCH_SOLDIER, STRETCH_SOLDIER, STRETCH_SOLDIER));
|
|
break;
|
|
|
|
case GT_COMMANDER:
|
|
|
|
SetSkaModel(COMANDER_SMC_MODEL);
|
|
// BuildCommanderModel();
|
|
|
|
m_fWalkSpeed = FRnd() + 2.5f;
|
|
m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
|
|
m_fAttackRunSpeed = FRnd() + 8.0f;
|
|
m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
|
|
m_fCloseRunSpeed = FRnd() + 8.0f;
|
|
m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
|
|
// setup attack distances
|
|
m_fAttackDistance = 90.0f;
|
|
m_fCloseDistance = 0.0f;
|
|
m_fStopDistance = 15.0f;
|
|
m_fAttackFireTime = 4.0f;
|
|
m_fCloseFireTime = 2.0f;
|
|
//m_fBlowUpAmount = 180.0f;
|
|
m_fIgnoreRange = 200.0f;
|
|
// damage/explode properties
|
|
m_fBodyParts = 5;
|
|
m_fDamageWounded = 0.0f;
|
|
m_iScore = 800;
|
|
SetHealth(60.0f);
|
|
m_fMaxHealth = 60.0f;
|
|
// set stretch factors for height and width
|
|
GetModelInstance()->StretchModel(FLOAT3D(STRETCH_COMMANDER, STRETCH_COMMANDER, STRETCH_COMMANDER));
|
|
break;
|
|
}
|
|
|
|
ModelChangeNotify();
|
|
StandingAnim();
|
|
|
|
// continue behavior in base class
|
|
jump CEnemyBase::MainLoop();
|
|
};
|
|
};
|