2018-04-22 15:55:55 +00:00
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHMovementUtil.cpp $
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// $Date: 2002/10/24 21:34:02 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMovementUtil.cpp,v $
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// Revision 1.20 2002/10/24 21:34:02 Flayra
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// - Less rockets
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//
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// Revision 1.19 2002/10/04 18:04:27 Flayra
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// - Fixed floating gestation sacs
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// - Aliens now fall all the way to ground during countdown (instead of floating and shaking)
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//
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// Revision 1.18 2002/10/03 18:59:04 Flayra
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// - Refactored energy
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//
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// Revision 1.17 2002/09/09 20:00:10 Flayra
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// - Balance changes
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//
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// Revision 1.16 2002/08/16 02:40:14 Flayra
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// - Regular balance update
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//
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// Revision 1.15 2002/08/09 01:08:30 Flayra
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// - Regular update
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//
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// Revision 1.14 2002/08/02 21:53:47 Flayra
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// - Various energy tweaks, so melee attacks don't run out when attacking buildings as often, and so fliers can fly and bite/spike
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//
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// Revision 1.13 2002/07/23 17:14:45 Flayra
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// - Energy updates
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//
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// Revision 1.12 2002/07/08 17:12:05 Flayra
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// - Regular update
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//
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// Revision 1.11 2002/07/01 21:38:46 Flayra
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// - Primal scream gives energy back faster, added energy usage for new weapons
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//
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// Revision 1.10 2002/06/25 18:08:40 Flayra
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// - Energy costs tweaking, added new weapons, added charging
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//
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// Revision 1.9 2002/06/03 16:52:36 Flayra
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// - Tweaked spike energy cost
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//
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// Revision 1.8 2002/05/28 17:54:45 Flayra
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// - Tweaked costs for swipe and web
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//
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// Revision 1.7 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHMovementUtil.h"
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#include "AvHSpecials.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHMarineEquipmentConstants.h"
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#include "AvHHulls.h"
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#include "AvHConstants.h"
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#include "../util/Balance.h"
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#include "../types.h"
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int AvHMUGetHull(bool inIsDucking, int inUserVar)
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{
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int theHull = 0;
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// For marines and level 4
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theHull = inIsDucking ? kHLCrouchHullIndex : kHLStandHullIndex;
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// Set the hull for our special sized players
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if(inUserVar == AVH_USER3_ALIEN_PLAYER1)
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{
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// Always use small hull, even when ducking
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theHull = kHLCrouchHullIndex;
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}
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else if(inUserVar == AVH_USER3_ALIEN_PLAYER2)
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{
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theHull = kHLCrouchHullIndex;
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}
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else if(inUserVar == AVH_USER3_ALIEN_PLAYER3)
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{
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theHull = kHLCrouchHullIndex;
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}
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else if(inUserVar == AVH_USER3_ALIEN_EMBRYO)
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{
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theHull = kHLCrouchHullIndex;
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}
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else if(inUserVar == AVH_USER3_ALIEN_PLAYER5)
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{
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// Use human hull when ducking, largest otherwise
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theHull = inIsDucking ? kHLStandHullIndex : kNSHugeHullIndex;
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}
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return theHull;
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}
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int AvHMUGetOriginOffsetForUser3(AvHUser3 inUser3)
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{
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int theOffset = 20;
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if(inUser3 == AVH_USER3_ALIEN_PLAYER5)
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{
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theOffset = 40;
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}
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return theOffset;
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}
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int AvHMUGetOriginOffsetForMessageID(AvHMessageID inMessageID)
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{
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AvHUser3 theUser3 = AVH_USER3_NONE;
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if(inMessageID == ALIEN_LIFEFORM_FIVE)
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{
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theUser3 = AVH_USER3_ALIEN_PLAYER5;
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}
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return AvHMUGetOriginOffsetForUser3(theUser3);
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}
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bool AvHMUGetCanDuck(int inUser3)
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{
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bool theCanDuck = true;
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if((inUser3 == AVH_USER3_ALIEN_PLAYER1) || (inUser3 == AVH_USER3_ALIEN_PLAYER2) || (inUser3 == AVH_USER3_ALIEN_PLAYER3) || (inUser3 == AVH_USER3_ALIEN_EMBRYO) )
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{
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theCanDuck = false;
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}
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return theCanDuck;
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}
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bool AvHMUDeductAlienEnergy(float& ioFuser, float inNormAmount)
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{
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bool theSuccess = false;
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if(AvHMUHasEnoughAlienEnergy(ioFuser, inNormAmount))
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{
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float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
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theCurrentEnergy -= inNormAmount;
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theCurrentEnergy = max(theCurrentEnergy, 0.0f);
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ioFuser = theCurrentEnergy*kNormalizationNetworkFactor;
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theSuccess = true;
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}
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return theSuccess;
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}
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bool AvHMUGiveAlienEnergy(float& ioFuser, float inNormAmount)
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{
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bool theSuccess = false;
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float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
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if(theCurrentEnergy < 1.0f)
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{
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theCurrentEnergy += inNormAmount;
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theCurrentEnergy = min(max(theCurrentEnergy, 0.0f), 1.0f);
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ioFuser = theCurrentEnergy*kNormalizationNetworkFactor;
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theSuccess = true;
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}
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return theSuccess;
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}
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bool AvHMUGetEnergyCost(AvHWeaponID inWeaponID, float& outEnergyCost)
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{
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bool theSuccess = false;
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float theCost = 0.0f;
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switch(inWeaponID)
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{
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case AVH_WEAPON_CLAWS:
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theCost = (float)BALANCE_VAR(kClawsEnergyCost);
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break;
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case AVH_WEAPON_SPIT:
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theCost = (float)BALANCE_VAR(kSpitEnergyCost);
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break;
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case AVH_WEAPON_SPORES:
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theCost = (float)BALANCE_VAR(kSporesEnergyCost);
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break;
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case AVH_WEAPON_SPIKE:
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theCost = (float)BALANCE_VAR(kSpikeEnergyCost);
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break;
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case AVH_WEAPON_BITE:
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theCost = (float)BALANCE_VAR(kBiteEnergyCost);
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break;
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case AVH_WEAPON_BITE2:
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theCost = (float)BALANCE_VAR(kBite2EnergyCost);
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break;
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case AVH_WEAPON_SWIPE:
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theCost = (float)BALANCE_VAR(kSwipeEnergyCost);
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break;
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case AVH_WEAPON_BLINK:
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theCost = (float)BALANCE_VAR(kBlinkEnergyCost);
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break;
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case AVH_WEAPON_WEBSPINNER:
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theCost = (float)BALANCE_VAR(kWebEnergyCost);
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break;
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case AVH_WEAPON_PARASITE:
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theCost = (float)BALANCE_VAR(kParasiteEnergyCost);
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break;
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case AVH_WEAPON_DIVINEWIND:
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theCost = (float)BALANCE_VAR(kDivineWindEnergyCost);
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break;
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case AVH_WEAPON_HEALINGSPRAY:
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theCost = (float)BALANCE_VAR(kHealingSprayEnergyCost);
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break;
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case AVH_WEAPON_METABOLIZE:
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theCost = (float)BALANCE_VAR(kMetabolizeEnergyCost);
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break;
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case AVH_WEAPON_UMBRA:
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theCost = (float)BALANCE_VAR(kUmbraEnergyCost);
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break;
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case AVH_WEAPON_PRIMALSCREAM:
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theCost = (float)BALANCE_VAR(kPrimalScreamEnergyCost);
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break;
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case AVH_WEAPON_BILEBOMB:
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theCost = (float)BALANCE_VAR(kBileBombEnergyCost);
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break;
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case AVH_WEAPON_ACIDROCKET:
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theCost = (float)BALANCE_VAR(kAcidRocketEnergyCost);
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break;
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case AVH_WEAPON_STOMP:
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theCost = (float)BALANCE_VAR(kStompEnergyCost);
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break;
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case AVH_WEAPON_DEVOUR:
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theCost = (float)BALANCE_VAR(kDevourEnergyCost);
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break;
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// Abilities
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case AVH_ABILITY_LEAP:
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theCost = (float)BALANCE_VAR(kLeapEnergyCost);
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break;
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case AVH_ABILITY_CHARGE:
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// Charge cost deducted in pm_shared now
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theCost = 0.0f; // (float)BALANCE_VAR(kChargeEnergyCost);
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break;
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}
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outEnergyCost = theCost;
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if(theCost > 0.0f)
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{
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theSuccess = true;
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}
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return theSuccess;
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}
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float AvHMUGetWalkSpeedFactor(AvHUser3 inUser3)
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{
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float theMoveSpeed = .1f;
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2018-04-22 16:43:44 +00:00
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switch (inUser3)
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{
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case AVH_USER3_MARINE_PLAYER:
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2021-01-20 20:36:37 +00:00
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theMoveSpeed = .095f;
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break;
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case AVH_USER3_ALIEN_PLAYER1:
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//theMoveSpeed = .04f;
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theMoveSpeed = .14f;
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break;
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case AVH_USER3_ALIEN_PLAYER2:
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2021-01-20 20:36:37 +00:00
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theMoveSpeed = .08f;
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2018-04-22 15:55:55 +00:00
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break;
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case AVH_USER3_ALIEN_PLAYER3:
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2021-01-20 20:36:37 +00:00
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theMoveSpeed = .11f;
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2018-04-22 15:55:55 +00:00
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break;
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case AVH_USER3_ALIEN_PLAYER4:
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theMoveSpeed = .09f;
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break;
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case AVH_USER3_ALIEN_PLAYER5:
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theMoveSpeed = .09f;
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2018-04-22 15:55:55 +00:00
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break;
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}
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return theMoveSpeed;
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}
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// : 991 -- added latency-based prediction for the ammount of energy available to the alien
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bool AvHMUHasEnoughAlienEnergy(float& ioFuser, float inNormAmount, float latency)
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{
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bool theSuccess = false;
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float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
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float thePredictedByLatency = 0.0f;
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#ifdef AVH_CLIENT
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float theAlienEnergyRate = (float)BALANCE_VAR(kAlienEnergyRate);
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float theUpgradeFactor = 1.0f;
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thePredictedByLatency = (latency / 1000) * theAlienEnergyRate * theUpgradeFactor;
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#endif
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if((theCurrentEnergy + thePredictedByLatency) >= inNormAmount)
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{
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theSuccess = true;
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}
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return theSuccess;
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}
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void AvHMUUpdateAlienEnergy(float inTimePassed, int inUser3, int inUser4, float& ioFuser)
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{
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if( (inUser3 == AVH_USER3_ALIEN_PLAYER1) ||
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(inUser3 == AVH_USER3_ALIEN_PLAYER2) ||
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(inUser3 == AVH_USER3_ALIEN_PLAYER3) ||
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(inUser3 == AVH_USER3_ALIEN_PLAYER4) ||
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(inUser3 == AVH_USER3_ALIEN_PLAYER5))
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{
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if(!GetHasUpgrade(inUser4, MASK_PLAYER_STUNNED))
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{
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// Percentage (0-1) per second
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float theAlienEnergyRate = (float)BALANCE_VAR(kAlienEnergyRate);
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//float kFadeChargingDeplectionRate = -2.8f*kAlienEnergyRate;
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float kChargingDepletionRate = -BALANCE_VAR(kChargingEnergyScalar)*theAlienEnergyRate;
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const float kMultiplier = GetHasUpgrade(inUser4, MASK_BUFFED) ? (1.0f + BALANCE_VAR(kPrimalScreamEnergyFactor)) : 1.0f;
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float theEnergyRate = theAlienEnergyRate*kMultiplier;
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float theUpgradeFactor = 1.0f;
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int theNumLevels = AvHGetAlienUpgradeLevel(inUser4, MASK_UPGRADE_5);
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if(theNumLevels > 0)
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{
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theUpgradeFactor += theNumLevels*BALANCE_VAR(kAdrenalineEnergyPercentPerLevel);
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}
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float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;
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float theNewEnergy = theCurrentEnergy + inTimePassed*theAlienEnergyRate*theUpgradeFactor;
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// If we're charging, reduce energy
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if(GetHasUpgrade(inUser4, MASK_ALIEN_MOVEMENT))
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{
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if(inUser3 == AVH_USER3_ALIEN_PLAYER4)
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{
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// theNewEnergy += inTimePassed*kFadeChargingDeplectionRate;
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}
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else
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{
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theNewEnergy += inTimePassed*kChargingDepletionRate;
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}
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}
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theNewEnergy = min(max(theNewEnergy, 0.0f), 1.0f);
|
|
|
|
|
|
|
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ioFuser = theNewEnergy*kNormalizationNetworkFactor;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void AvHMUUpdateJetpackEnergy(bool inIsJetpacking, float theTimePassed, float& ioJetpackEnergy)
|
|
|
|
{
|
|
|
|
if(inIsJetpacking)
|
|
|
|
{
|
|
|
|
ioJetpackEnergy -= theTimePassed*kJetpackEnergyLossRate;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ioJetpackEnergy += theTimePassed*kJetpackEnergyGainRate;
|
|
|
|
}
|
|
|
|
|
|
|
|
ioJetpackEnergy = min(1.0f, ioJetpackEnergy);
|
|
|
|
ioJetpackEnergy = max(0.0f, ioJetpackEnergy);
|
|
|
|
}
|