//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "tags.h" #include "game.h" #include "ai.h" #include "misc.h" BEGIN_SW_NS #define GORO_PAIN_R0 GORO_STAND_R0 #define GORO_PAIN_R1 GORO_STAND_R1 #define GORO_PAIN_R2 GORO_STAND_R2 #define GORO_PAIN_R3 GORO_STAND_R3 #define GORO_PAIN_R4 GORO_STAND_R4 DECISION GoroBattle[] = { {697, InitActorMoveCloser }, {700, InitActorAmbientNoise }, {1024, InitActorAttack } }; DECISION GoroOffense[] = { {797, InitActorMoveCloser }, {800, InitActorAttackNoise }, {1024, InitActorAttack } }; DECISION GoroBroadcast[] = { {3, InitActorAmbientNoise }, {1024, InitActorDecide } }; DECISION GoroSurprised[] = { {701, InitActorMoveCloser }, {1024, InitActorDecide } }; DECISION GoroEvasive[] = { {10, InitActorEvade }, {1024, InitActorMoveCloser } }; DECISION GoroLostTarget[] = { {900, InitActorFindPlayer }, {1024, InitActorWanderAround } }; DECISION GoroCloseRange[] = { {700, InitActorAttack }, {1024, InitActorReposition } }; PERSONALITY GoroPersonality = { GoroBattle, GoroOffense, GoroBroadcast, GoroSurprised, GoroEvasive, GoroLostTarget, GoroCloseRange, GoroCloseRange }; ATTRIBUTE GoroAttrib = { {160, 180, 200, 230}, // Speeds {3, 0, -2, -3}, // Tic Adjusts 3, // MaxWeapons; { DIGI_GRDAMBIENT, DIGI_GRDALERT, 0, DIGI_GRDPAIN, DIGI_GRDSCREAM, DIGI_GRDSWINGAXE, DIGI_GRDFIREBALL,0,0,0 } }; ////////////////////// // // GORO RUN // ////////////////////// #define GORO_RUN_RATE 18 ANIMATOR DoGoroMove,NullGoro,DoActorDebris,InitEnemyFireball; STATE s_GoroRun[5][4] = { { {GORO_RUN_R0 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][1]}, {GORO_RUN_R0 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][2]}, {GORO_RUN_R0 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][3]}, {GORO_RUN_R0 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][0]}, }, { {GORO_RUN_R1 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][1]}, {GORO_RUN_R1 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][2]}, {GORO_RUN_R1 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][3]}, {GORO_RUN_R1 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][0]}, }, { {GORO_RUN_R2 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][1]}, {GORO_RUN_R2 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][2]}, {GORO_RUN_R2 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][3]}, {GORO_RUN_R2 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][0]}, }, { {GORO_RUN_R3 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][1]}, {GORO_RUN_R3 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][2]}, {GORO_RUN_R3 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][3]}, {GORO_RUN_R3 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][0]}, }, { {GORO_RUN_R4 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][1]}, {GORO_RUN_R4 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][2]}, {GORO_RUN_R4 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][3]}, {GORO_RUN_R4 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][0]}, } }; STATEp sg_GoroRun[] = { &s_GoroRun[0][0], &s_GoroRun[1][0], &s_GoroRun[2][0], &s_GoroRun[3][0], &s_GoroRun[4][0] }; ////////////////////// // // GORO CHOP // ////////////////////// #define GORO_CHOP_RATE 14 ANIMATOR InitActorDecide; ANIMATOR InitGoroChop; STATE s_GoroChop[5][7] = { { {GORO_CHOP_R0 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][1]}, {GORO_CHOP_R0 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][2]}, {GORO_CHOP_R0 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][3]}, {GORO_CHOP_R0 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[0][4]}, {GORO_CHOP_R0 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][5]}, {GORO_CHOP_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[0][6]}, {GORO_CHOP_R0 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[0][6]}, }, { {GORO_CHOP_R1 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][1]}, {GORO_CHOP_R1 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][2]}, {GORO_CHOP_R1 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][3]}, {GORO_CHOP_R1 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[1][4]}, {GORO_CHOP_R1 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][5]}, {GORO_CHOP_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[1][6]}, {GORO_CHOP_R1 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[1][6]}, }, { {GORO_CHOP_R2 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][1]}, {GORO_CHOP_R2 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][2]}, {GORO_CHOP_R2 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][3]}, {GORO_CHOP_R2 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[2][4]}, {GORO_CHOP_R2 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][5]}, {GORO_CHOP_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[2][6]}, {GORO_CHOP_R2 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[2][6]}, }, { {GORO_CHOP_R3 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][1]}, {GORO_CHOP_R3 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][2]}, {GORO_CHOP_R3 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][3]}, {GORO_CHOP_R3 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[3][4]}, {GORO_CHOP_R3 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][5]}, {GORO_CHOP_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[3][6]}, {GORO_CHOP_R3 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[3][6]}, }, { {GORO_CHOP_R4 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][1]}, {GORO_CHOP_R4 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][2]}, {GORO_CHOP_R4 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][3]}, {GORO_CHOP_R4 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[4][4]}, {GORO_CHOP_R4 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][5]}, {GORO_CHOP_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[4][6]}, {GORO_CHOP_R4 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[4][6]}, } }; STATEp sg_GoroChop[] = { &s_GoroChop[0][0], &s_GoroChop[1][0], &s_GoroChop[2][0], &s_GoroChop[3][0], &s_GoroChop[4][0] }; ////////////////////// // // GORO SPELL // ////////////////////// #define GORO_SPELL_RATE 6 #define GORO_SPELL_PAUSE 30 STATE s_GoroSpell[5][10] = { { {GORO_SPELL_R0 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[0][1]}, {GORO_SPELL_R0 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[0][2]}, {GORO_SPELL_R0 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[0][3]}, {GORO_SPELL_R0 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[0][4]}, {GORO_SPELL_R0 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[0][5]}, {GORO_SPELL_R0 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[0][6]}, {GORO_SPELL_R0 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[0][7]}, {GORO_SPELL_R0 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[0][8]}, {GORO_SPELL_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[0][9]}, {GORO_SPELL_R0 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[0][9]}, }, { {GORO_SPELL_R1 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[1][1]}, {GORO_SPELL_R1 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[1][2]}, {GORO_SPELL_R1 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[1][3]}, {GORO_SPELL_R1 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[1][4]}, {GORO_SPELL_R1 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[1][5]}, {GORO_SPELL_R1 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[1][6]}, {GORO_SPELL_R1 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[1][7]}, {GORO_SPELL_R1 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[1][8]}, {GORO_SPELL_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[1][9]}, {GORO_SPELL_R1 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[1][9]}, }, { {GORO_SPELL_R2 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[2][1]}, {GORO_SPELL_R2 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[2][2]}, {GORO_SPELL_R2 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[2][3]}, {GORO_SPELL_R2 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[2][4]}, {GORO_SPELL_R2 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[2][5]}, {GORO_SPELL_R2 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[2][6]}, {GORO_SPELL_R2 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[2][7]}, {GORO_SPELL_R2 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[2][8]}, {GORO_SPELL_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[2][9]}, {GORO_SPELL_R2 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[2][9]}, }, { {GORO_SPELL_R3 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[3][1]}, {GORO_SPELL_R3 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[3][2]}, {GORO_SPELL_R3 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[3][3]}, {GORO_SPELL_R3 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[3][4]}, {GORO_SPELL_R3 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[3][5]}, {GORO_SPELL_R3 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[3][6]}, {GORO_SPELL_R3 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[3][7]}, {GORO_SPELL_R3 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[3][8]}, {GORO_SPELL_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[3][9]}, {GORO_SPELL_R3 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[3][9]}, }, { {GORO_SPELL_R4 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[4][1]}, {GORO_SPELL_R4 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[4][2]}, {GORO_SPELL_R4 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[4][3]}, {GORO_SPELL_R4 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[4][4]}, {GORO_SPELL_R4 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[4][5]}, {GORO_SPELL_R4 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[4][6]}, {GORO_SPELL_R4 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[4][7]}, {GORO_SPELL_R4 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[4][8]}, {GORO_SPELL_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[4][9]}, {GORO_SPELL_R4 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[4][9]}, } }; STATEp sg_GoroSpell[] = { &s_GoroSpell[0][0], &s_GoroSpell[1][0], &s_GoroSpell[2][0], &s_GoroSpell[3][0], &s_GoroSpell[4][0] }; ////////////////////// // // GORO STAND // ////////////////////// #define GORO_STAND_RATE 12 STATE s_GoroStand[5][1] = { { {GORO_STAND_R0 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[0][0]}, }, { {GORO_STAND_R1 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[1][0]}, }, { {GORO_STAND_R2 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[2][0]}, }, { {GORO_STAND_R3 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[3][0]}, }, { {GORO_STAND_R4 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[4][0]}, }, }; STATEp sg_GoroStand[] = { s_GoroStand[0], s_GoroStand[1], s_GoroStand[2], s_GoroStand[3], s_GoroStand[4] }; ////////////////////// // // GORO PAIN // ////////////////////// #define GORO_PAIN_RATE 12 ANIMATOR DoGoroPain; STATE s_GoroPain[5][1] = { { {GORO_PAIN_R0 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[0][0]}, }, { {GORO_PAIN_R1 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[1][0]}, }, { {GORO_PAIN_R2 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[2][0]}, }, { {GORO_PAIN_R3 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[3][0]}, }, { {GORO_PAIN_R4 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[4][0]}, }, }; STATEp sg_GoroPain[] = { s_GoroPain[0], s_GoroPain[1], s_GoroPain[2], s_GoroPain[3], s_GoroPain[4] }; ////////////////////// // // GORO DIE // ////////////////////// #define GORO_DIE_RATE 16 STATE s_GoroDie[] = { {GORO_DIE + 0, GORO_DIE_RATE, NullGoro, &s_GoroDie[1]}, {GORO_DIE + 1, GORO_DIE_RATE, NullGoro, &s_GoroDie[2]}, {GORO_DIE + 2, GORO_DIE_RATE, NullGoro, &s_GoroDie[3]}, {GORO_DIE + 3, GORO_DIE_RATE, NullGoro, &s_GoroDie[4]}, {GORO_DIE + 4, GORO_DIE_RATE, NullGoro, &s_GoroDie[5]}, {GORO_DIE + 5, GORO_DIE_RATE, NullGoro, &s_GoroDie[6]}, {GORO_DIE + 6, GORO_DIE_RATE, NullGoro, &s_GoroDie[7]}, {GORO_DIE + 7, GORO_DIE_RATE, NullGoro, &s_GoroDie[8]}, {GORO_DIE + 8, GORO_DIE_RATE, NullGoro, &s_GoroDie[9]}, {GORO_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_GoroDie[10]}, {GORO_DEAD, GORO_DIE_RATE, DoActorDebris, &s_GoroDie[10]}, }; STATE s_GoroDead[] = { {GORO_DEAD, GORO_DIE_RATE, DoActorDebris, &s_GoroDead[0]}, }; STATEp sg_GoroDie[] = { s_GoroDie }; STATEp sg_GoroDead[] = { s_GoroDead }; /* STATEp *Stand[MAX_WEAPONS]; STATEp *Run; STATEp *Jump; STATEp *Fall; STATEp *Crawl; STATEp *Swim; STATEp *Fly; STATEp *Rise; STATEp *Sit; STATEp *Look; STATEp *Climb; STATEp *Pain; STATEp *Death1; STATEp *Death2; STATEp *Dead; STATEp *DeathJump; STATEp *DeathFall; STATEp *CloseAttack[2]; STATEp *Attack[6]; STATEp *Special[2]; */ ACTOR_ACTION_SET GoroActionSet = { sg_GoroStand, sg_GoroRun, nullptr, //sg_GoroJump, nullptr, //sg_GoroFall, nullptr, //sg_GoroCrawl, nullptr, //sg_GoroSwim, nullptr, //sg_GoroFly, nullptr, //sg_GoroRise, nullptr, //sg_GoroSit, nullptr, //sg_GoroLook, nullptr, //climb sg_GoroPain, sg_GoroDie, nullptr, //sg_GoroHariKari, sg_GoroDead, nullptr, //sg_GoroDeathJump, nullptr, //sg_GoroDeathFall, {sg_GoroChop}, {1024}, {sg_GoroSpell}, {1024}, {nullptr,nullptr}, nullptr, nullptr }; int SetupGoro(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u; ANIMATOR DoActorDecide; if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) { u = actor->u(); ASSERT(u); } else { u = SpawnUser(actor, GORO_RUN_R0,s_GoroRun[0]); u->Health = HEALTH_GORO; } ChangeState(actor, s_GoroRun[0]); u->Attrib = &GoroAttrib; DoActorSetSpeed(actor, NORM_SPEED); u->StateEnd = s_GoroDie; u->Rot = sg_GoroRun; EnemyDefaults(actor, &GoroActionSet, &GoroPersonality); sp->clipdist = 512 >> 2; SET(u->Flags, SPR_XFLIP_TOGGLE); return 0; } int NullGoro(DSWActor* actor) { USER* u = actor->u(); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(actor); KeepActorOnFloor(actor); DoActorSectorDamage(actor); return 0; } int DoGoroPain(DSWActor* actor) { USER* u = actor->u(); NullGoro(actor); if ((u->WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(actor); return 0; } int DoGoroMove(DSWActor* actor) { USER* u = actor->u(); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(actor); if (u->track >= 0) ActorFollowTrack(actor, ACTORMOVETICS); else (*u->ActorActionFunc)(actor); KeepActorOnFloor(actor); DoActorSectorDamage(actor); return 0; } #include "saveable.h" static saveable_code saveable_goro_code[] = { SAVE_CODE(NullGoro), SAVE_CODE(DoGoroPain), SAVE_CODE(DoGoroMove), }; static saveable_data saveable_goro_data[] = { SAVE_DATA(GoroBattle), SAVE_DATA(GoroOffense), SAVE_DATA(GoroBroadcast), SAVE_DATA(GoroSurprised), SAVE_DATA(GoroEvasive), SAVE_DATA(GoroLostTarget), SAVE_DATA(GoroCloseRange), SAVE_DATA(GoroPersonality), SAVE_DATA(GoroAttrib), SAVE_DATA(s_GoroRun), SAVE_DATA(sg_GoroRun), SAVE_DATA(s_GoroChop), SAVE_DATA(sg_GoroChop), SAVE_DATA(s_GoroSpell), SAVE_DATA(sg_GoroSpell), SAVE_DATA(s_GoroStand), SAVE_DATA(sg_GoroStand), SAVE_DATA(s_GoroPain), SAVE_DATA(sg_GoroPain), SAVE_DATA(s_GoroDie), SAVE_DATA(s_GoroDead), SAVE_DATA(sg_GoroDie), SAVE_DATA(sg_GoroDead), SAVE_DATA(GoroActionSet), }; saveable_module saveable_goro = { // code saveable_goro_code, SIZ(saveable_goro_code), // data saveable_goro_data, SIZ(saveable_goro_data) }; END_SW_NS