mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
318 lines
6.8 KiB
Text
318 lines
6.8 KiB
Text
/***********************************************************************
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ai_monster_flying_lostsoul.script
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monster_flying_lostsoul
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***********************************************************************/
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#define LOSTSOUL_CHARGE_SPEED 440
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#define LOSTSOUL_NORMAL_SPEED 140
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#define LOSTSOUL_ATTACK_RATE 2
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#define LOSTSOUL_CHARGE_RANGE_MAX 768
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#define LOSTSOUL_CHARGE_RANGE_MIN 64
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#define LOSTSOUL_NOFOVTIME 4
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#define ATTACK_LOSTSOUL_CHARGE ATTACK_SPECIAL1
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#define ATTACK_LOSTSOUL_RETREAT ATTACK_SPECIAL2
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object monster_flying_lostsoul : monster_base {
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float nextAttack;
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float nextNoFOVAttack;
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float noMeleeTime;
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float fly_offset;
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//
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// States
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//
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void state_Begin();
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void state_Idle();
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// attacks
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float check_attacks();
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void do_attack( float attack_flags );
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void combat_charge();
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void combat_melee();
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void combat_retreat();
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void init();
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// anim states
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void Torso_Idle();
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void Torso_Fly();
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void Torso_Charge();
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void Torso_Pain();
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void Torso_MeleeAttack();
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};
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/***********************************************************************
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Torso animation control
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***********************************************************************/
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void monster_flying_lostsoul::Torso_Idle() {
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playCycle( ANIMCHANNEL_TORSO, "idle" );
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eachFrame {
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if ( AI_PAIN ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );
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}
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if ( AI_FORWARD ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 );
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}
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}
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}
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void monster_flying_lostsoul::Torso_Fly() {
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playCycle( ANIMCHANNEL_TORSO, "fly" );
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eachFrame {
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if ( AI_PAIN ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );
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}
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if ( !AI_FORWARD ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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}
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}
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}
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void monster_flying_lostsoul::Torso_Charge() {
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float dist;
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float endtime;
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playCycle( ANIMCHANNEL_TORSO, "charge" );
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fadeSound ( SND_CHANNEL_VOICE2, 0, 0 );
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startSound( "snd_charge", SND_CHANNEL_VOICE2, false );
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dist = distanceTo( getEnemy() ) + 256;
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endtime = sys.getTime() + dist / LOSTSOUL_CHARGE_SPEED;
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while( !AI_PAIN && ( sys.getTime() < endtime ) ) {
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if ( sys.influenceActive() ) {
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break;
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}
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if ( testMeleeAttack() ) {
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attackMelee( "melee_lostsoul_charge" );
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break;
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}
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waitFrame();
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}
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attackEnd();
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fadeSound ( SND_CHANNEL_VOICE2, -60, 1 );
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finishAction( "charge_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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}
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void monster_flying_lostsoul::Torso_Pain() {
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string animname;
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float nextpain;
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float currenttime;
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animname = getPainAnim();
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playAnim( ANIMCHANNEL_TORSO, animname );
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nextpain = sys.getTime() + 0.25;
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while( !animDone( ANIMCHANNEL_TORSO, 2 ) ) {
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if ( AI_PAIN ) {
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currenttime = sys.getTime();
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if ( currenttime > nextpain ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );
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}
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}
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waitFrame();
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}
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finishAction( "pain" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
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}
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void monster_flying_lostsoul::Torso_MeleeAttack() {
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playAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 4 ) ) {
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waitFrame();
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}
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finishAction( "melee_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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}
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/***********************************************************************
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AI
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***********************************************************************/
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/*
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=====================
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monster_flying_lostsoul::init
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=====================
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*/
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void monster_flying_lostsoul::init() {
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fly_offset = getFloatKey( "fly_offset" );
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setState( "state_Begin" );
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}
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/*
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=====================
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monster_flying_lostsoul::state_Begin
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=====================
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*/
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void monster_flying_lostsoul::state_Begin() {
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setMoveType( MOVETYPE_FLY );
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noMeleeTime = 0;
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
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monster_begin();
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setState( "state_Idle" );
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}
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/*
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=====================
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monster_flying_lostsoul::state_Idle
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=====================
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*/
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void monster_flying_lostsoul::state_Idle() {
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wait_for_enemy();
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nextAttack = 0;
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nextNoFOVAttack = 0;
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setState( "state_Combat" );
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}
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/***********************************************************************
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attacks
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***********************************************************************/
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/*
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=====================
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monster_flying_lostsoul::do_attack
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=====================
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*/
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void monster_flying_lostsoul::do_attack( float attack_flags ) {
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nextNoFOVAttack = sys.getTime() + LOSTSOUL_NOFOVTIME;
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if ( attack_flags & ATTACK_LOSTSOUL_RETREAT ) {
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combat_retreat();
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} else if ( attack_flags & ATTACK_MELEE ) {
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combat_melee();
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} else if ( attack_flags & ATTACK_LOSTSOUL_CHARGE ) {
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combat_charge();
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}
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}
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/*
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=====================
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monster_flying_lostsoul::check_attacks
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=====================
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*/
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float monster_flying_lostsoul::check_attacks() {
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float range;
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float currentTime;
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float attack_flags;
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attack_flags = 0;
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currentTime = sys.getTime();
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if ( currentTime >= noMeleeTime ) {
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if ( testMeleeAttack() ) {
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attack_flags |= ATTACK_MELEE;
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}
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}
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if ( ( ( sys.getTime() > nextNoFOVAttack ) && AI_ENEMY_VISIBLE ) || AI_ENEMY_IN_FOV ) {
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range = enemyRange2D();
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if ( range < 40 ) {
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attack_flags |= ATTACK_LOSTSOUL_RETREAT;
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}
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if ( ( range < LOSTSOUL_CHARGE_RANGE_MAX ) && ( !canReachEnemy() || ( currentTime >= nextAttack ) ) ) {
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if ( testChargeAttack() ) {
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attack_flags |= ATTACK_LOSTSOUL_CHARGE;
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}
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}
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}
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return attack_flags;
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}
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/*
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=====================
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monster_flying_lostsoul::combat_charge
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=====================
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*/
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void monster_flying_lostsoul::combat_charge() {
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vector vel;
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// rise up a bit
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setFlyOffset( fly_offset + 200 );
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sys.wait( 0.5 );
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faceEnemy();
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// determin direction to enemy
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vector pos = getEnemyEyePos();
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vector org = getOrigin();
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vector forward = pos - org;
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forward_z = 0;
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forward = sys.vecNormalize( forward );
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animState( ANIMCHANNEL_TORSO, "Torso_Charge", 4 );
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// set speed and height
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vel = forward * LOSTSOUL_CHARGE_SPEED;
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setFlyOffset( fly_offset );
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setFlySpeed( LOSTSOUL_CHARGE_SPEED );
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while( inAnimState( ANIMCHANNEL_TORSO, "Torso_Charge" ) ) {
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// do a dive bomb run
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org = getOrigin();
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vel_z = -( org_z - pos_z + 16 ) * 3;
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setLinearVelocity(vel);
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waitFrame();
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}
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// restore the fly speed
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setFlySpeed( LOSTSOUL_NORMAL_SPEED );
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// don't attack for a bit
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nextAttack = DelayTime( LOSTSOUL_ATTACK_RATE );
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nextNoFOVAttack = sys.getTime() + LOSTSOUL_NOFOVTIME;
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// don't allow melee for a bit so that charge attacks don't cause double damage
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noMeleeTime = sys.getTime() + 1;
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}
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/*
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=====================
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monster_flying_lostsoul::combat_melee
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=====================
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*/
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void monster_flying_lostsoul::combat_melee() {
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 4 );
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waitAction( "melee_attack" );
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}
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/*
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=====================
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monster_flying_lostsoul::combat_retreat
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=====================
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*/
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void monster_flying_lostsoul::combat_retreat() {
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float endtime;
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moveOutOfRange( getEnemy(), enemyRange2D() + 256 );
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endtime = sys.getTime() + 1;
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while( endtime < sys.getTime() ) {
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if ( AI_MOVE_DONE ) {
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break;
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}
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waitFrame();
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}
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}
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