300 lines
6.1 KiB
C++
300 lines
6.1 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/peon.cpp $
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// $Revision:: 9 $
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// $Author:: Aldie $
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// $Date:: 11/18/98 7:56p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/peon.cpp $
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//
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// 9 11/18/98 7:56p Aldie
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// dontsave goo
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//
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// 8 11/18/98 1:40a Jimdose
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// goo goes away quicker
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//
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// 7 10/27/98 5:03p Markd
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// Upped damage on goo
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//
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// 6 10/27/98 3:53a Markd
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// Don't always put dynamic lights on goo
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//
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// 5 10/26/98 2:50p Aldie
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// Fixed a bug with checking of NULL owners
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//
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// 4 10/26/98 3:50a Markd
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// put in prediction
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//
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// 3 10/25/98 4:43a Markd
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// incremental
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//
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// 2 10/23/98 10:03p Markd
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// First check in
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//
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// 1 10/23/98 8:20p Markd
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//
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// DESCRIPTION:
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// Peon
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//
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#include "g_local.h"
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#include "actor.h"
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#include "specialfx.h"
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#include "surface.h"
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#include "peon.h"
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class EXPORT_FROM_DLL Goo : public Projectile
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{
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public:
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CLASS_PROTOTYPE( Goo );
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Goo();
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virtual void Setup( Entity *owner, Vector pos, Vector vel );
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virtual void GooTouch( Event *ev );
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};
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CLASS_DECLARATION( Projectile, Goo, NULL );
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ResponseDef Goo::Responses[] =
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{
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{ &EV_Touch, ( Response )Goo::GooTouch },
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{ NULL, NULL }
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};
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Goo::Goo()
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{
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}
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void Goo::GooTouch
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(
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Event *ev
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)
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{
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Entity *other;
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Entity *owner;
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int damg;
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Vector v;
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Vector norm;
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Vector shockangles;
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other = ev->GetEntity( 1 );
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assert( other );
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if ( other->isSubclassOf( Teleporter ) )
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{
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return;
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}
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if ( other->entnum == this->owner )
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{
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return;
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}
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owner = G_GetEntity( this->owner );
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if ( !owner )
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owner = world;
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setSolidType( SOLID_NOT );
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// Hit the shy, so remove everything
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if ( HitSky() )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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damg = 40 + ( int )G_Random( 40 );
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// Single player packs a bigger punch
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if ( !deathmatch->value && owner->isClient() )
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damg *= 1.5;
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if ( other->takedamage )
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other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_PULSE, -1, -1, 1.0f );
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if ( other == world )
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{
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RandomAnimate( "splat", NULL );
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PostEvent( EV_Remove, 5 );
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}
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else
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{
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PostEvent( EV_Remove, 0 );
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}
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}
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void Goo::Setup
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(
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Entity *owner,
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Vector pos,
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Vector vel
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)
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{
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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// Align the projectile
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angles = vel.toAngles();
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angles[ PITCH ] = -angles[ PITCH ];
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setAngles( angles );
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// edict->s.angles[ROLL] = rand() % 360;
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// Flies like a grenade
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setMoveType( MOVETYPE_TOSS );
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setSolidType( SOLID_BBOX );
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edict->clipmask = MASK_PROJECTILE;
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setModel( "goo.def" );
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RandomAnimate( "goo", NULL );
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// Set the flying velocity
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velocity = vel;
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takedamage = DAMAGE_NO;
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if ( G_Random( 10 ) < 2 )
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{
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// Set the light and effects
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edict->s.renderfx |= RF_DLIGHT;
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edict->s.radius = 100;
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edict->s.color_r = 0.1f;
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edict->s.color_g = 0.9f;
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edict->s.color_b = 0.1f;
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}
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flags |= FL_DONTSAVE;
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// Set size and origin
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setSize( "-1 -1 -1", "1 1 1" );
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setOrigin( pos );
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worldorigin.copyTo(edict->s.old_origin);
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// Remove the projectile in the future
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PostEvent( EV_Remove, 30 );
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}
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CLASS_DECLARATION( Actor, Peon, "monster_peon" );
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Event EV_Peon_SpawnGoo( "spawngoo" );
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ResponseDef Peon::Responses[] =
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{
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{ &EV_Peon_SpawnGoo, ( Response )Peon::SpawnGoo },
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{ NULL, NULL }
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};
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Peon::Peon()
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{
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gootime = 0;
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setModel( "peon.def" );
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modelIndex( "goo.def" );
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}
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void Peon::SpawnGoo
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(
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Event *ev
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)
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{
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Goo * goo;
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Vector vel;
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Vector pos;
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Vector target;
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float speed;
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char bonename[ 32 ];
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int num;
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if ( !currentEnemy )
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return;
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num = (int)G_Random( 6 ) + 1;
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sprintf( bonename, "goo%d", num );
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GetBone( bonename, &pos, NULL, NULL, NULL );
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pos += worldorigin;
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speed = 900;
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target = G_PredictPosition( pos, currentEnemy->centroid, currentEnemy->velocity, speed );
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vel = G_CalculateImpulse
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(
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pos,
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target,
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speed,
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1
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);
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goo = new Goo;
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goo->Setup( this, pos, vel );
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}
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void Peon::Prethink
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(
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void
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)
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{
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if ( currentEnemy && ( gootime < level.time ) )
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{
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Vector delta;
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Vector dir;
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ScriptVariable * stage;
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int stagenum;
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stage = levelVars.GetVariable( "eonpeon_stage" );
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if ( stage )
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{
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stagenum = stage->intValue();
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}
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else
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{
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stagenum = 0;
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}
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if ( stagenum < 2 )
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{
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gootime = level.time + 1;
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}
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else
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{
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dir = Vector( orientation[ 0 ] );
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delta = currentEnemy->centroid - centroid;
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if ( delta.length() < 1000 )
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{
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#if 0
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float dot;
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dot = delta * dir;
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if ( dot < -0.5f )
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{
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gootime = level.time + 5;
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DoAction( "rearattack", false );
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}
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#else
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if ( stagenum == 2 )
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gootime = level.time + 5;
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else
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gootime = level.time;
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DoAction( "rearattack", false );
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#endif
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}
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}
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}
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//
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// call our superclass
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//
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Actor::Prethink();
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}
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