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https://github.com/DrBeef/Raze.git
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75 lines
2.8 KiB
C
75 lines
2.8 KiB
C
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "ai.h"
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#include "eventq.h"
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extern AISTATE GDXGenDudeIdleL;
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extern AISTATE GDXGenDudeIdleW;
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extern AISTATE GDXGenDudeSearchL;
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extern AISTATE GDXGenDudeSearchW;
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extern AISTATE GDXGenDudeGotoL;
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extern AISTATE GDXGenDudeGotoW;
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extern AISTATE GDXGenDudeDodgeL;
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extern AISTATE GDXGenDudeDodgeD;
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extern AISTATE GDXGenDudeDodgeW;
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extern AISTATE GDXGenDudeDodgeDmgL;
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extern AISTATE GDXGenDudeDodgeDmgD;
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extern AISTATE GDXGenDudeDodgeDmgW;
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extern AISTATE GDXGenDudeChaseL;
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extern AISTATE GDXGenDudeChaseD;
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extern AISTATE GDXGenDudeChaseW;
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extern AISTATE GDXGenDudeFireL;
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extern AISTATE GDXGenDudeFireD;
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extern AISTATE GDXGenDudeFireW;
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extern AISTATE GDXGenDudeFire2L;
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extern AISTATE GDXGenDudeFire2D;
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extern AISTATE GDXGenDudeFire2W;
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extern AISTATE GDXGenDudeRecoilL;
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extern AISTATE GDXGenDudeRecoilD;
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extern AISTATE GDXGenDudeRecoilW;
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extern AISTATE GDGenDudeThrow;
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extern AISTATE GDGenDudeThrow2;
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extern AISTATE GDXGenDudePunch;
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extern AISTATE GDXGenDudeRTesla;
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extern AISTATE GDXGenDudeProne;
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extern AISTATE GDXGenDudeTurn;
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XSPRITE* getNextIncarnation(XSPRITE* pXSprite);
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void killDudeLeech(spritetype* pLeech);
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void removeLeech(spritetype* pLeech, bool delSprite = true);
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void removeDudeStuff(spritetype* pSprite);
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spritetype* leechIsDropped(spritetype* pSprite);
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bool spriteIsUnderwater(spritetype* pSprite, bool oldWay);
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bool sfxPlayGDXGenDudeSound(spritetype* pSprite, int mode, int data);
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void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite);
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int getGenDudeMoveSpeed(spritetype* pSprite, int which, bool mul, bool shift);
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bool TargetNearThing(spritetype* pSprite, int thingType);
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int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite);
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bool doExplosion(spritetype* pSprite, int nType);
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void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT a3);
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int getDodgeChance(spritetype* pSprite);
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int getRecoilChance(spritetype* pSprite);
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bool dudeIsMelee(XSPRITE* pXSprite);
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void updateTargetOfSlaves(spritetype* pSprite);
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