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2 changed files with 81 additions and 1 deletions
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@ -32,11 +32,66 @@
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcSkeletalFishEnemy::processSensor()
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{
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switch( m_sensorFunc )
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{
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case NPC_SENSOR_NONE:
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return( false );
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default:
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{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
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s32 xDistWaypoint, yDistWaypoint;
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m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint );
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if ( abs( xDistWaypoint ) >= abs( playerXDist ) )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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m_velocity = 0;
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m_chargeTime = 0;
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m_sensorFunc = NPC_SENSOR_NONE;
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return( true );
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}
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else
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{
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return( false );
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}
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}
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else
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{
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return( false );
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}
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break;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSkeletalFishEnemy::processClose( int _frames )
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{
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s32 moveX, moveY;
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s16 decDir, incDir, moveDist;
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if ( m_chargeTime > GameState::getOneSecondInFrames() )
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{
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if ( m_velocity < SKELETAL_FISH_CHARGE_VELOCITY )
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{
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m_velocity++;
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}
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}
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else
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{
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m_chargeTime += _frames;
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}
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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if ( !m_animPlaying )
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@ -73,7 +128,7 @@ void CNpcSkeletalFishEnemy::processClose( int _frames )
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m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint );
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if ( abs( moveDist ) < 1024 && abs( xDistWaypoint ) >= abs( playerXDist ) )
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if ( ( playerXDistSqr + playerYDistSqr > 100 ) && abs( xDistWaypoint ) >= abs( playerXDist ) )
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{
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// continue charge
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@ -82,5 +137,21 @@ void CNpcSkeletalFishEnemy::processClose( int _frames )
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else
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{
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_chargeTime = m_timerTimer = GameState::getOneSecondInFrames();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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s32 CNpcSkeletalFishEnemy::getFrameShift( int _frames )
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{
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if ( m_chargeTime < GameState::getOneSecondInFrames() )
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{
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return( _frames << 8 );
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}
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else
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{
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return( ( _frames << 8 ) >> 2 );
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}
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}
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