//------------------------------------------------------------------------- /* 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 "keys.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "ai.h" #include "pal.h" #include "actor.h" #include "sprite.h" #include "track.h" BEGIN_SW_NS ANIMATOR InitRipperHang; ANIMATOR DoActorMoveJump; ANIMATOR DoRipperMoveJump; ANIMATOR DoRipperHangJF; ANIMATOR DoRipperQuickJump; DECISION RipperBattle[] = { {748, InitActorMoveCloser}, {750, InitActorAlertNoise}, // {900, InitRipperHang}, {755, InitActorAttackNoise}, {1024, InitActorAttack} }; DECISION RipperOffense[] = { {700, InitActorMoveCloser}, {710, InitActorAlertNoise}, {1024, InitActorAttack} }; DECISION RipperBroadcast[] = { {3, InitActorAlertNoise}, {6, InitActorAmbientNoise}, {1024, InitActorDecide} }; DECISION RipperSurprised[] = { {30, InitRipperHang}, {701, InitActorMoveCloser}, {1024, InitActorDecide} }; DECISION RipperEvasive[] = { {6, InitRipperHang}, {1024, NULL} }; DECISION RipperLostTarget[] = { {980, InitActorFindPlayer}, {1024, InitActorWanderAround} }; DECISION RipperCloseRange[] = { {900, InitActorAttack }, {1024, InitActorReposition } }; PERSONALITY RipperPersonality = { RipperBattle, RipperOffense, RipperBroadcast, RipperSurprised, RipperEvasive, RipperLostTarget, RipperCloseRange, RipperCloseRange }; ATTRIBUTE RipperAttrib = { {200, 220, 240, 280}, // Speeds {5, 0, -2, -4}, // Tic Adjusts 3, // MaxWeapons; { DIGI_RIPPERAMBIENT, DIGI_RIPPERALERT, DIGI_RIPPERATTACK, DIGI_RIPPERPAIN, DIGI_RIPPERSCREAM, DIGI_RIPPERHEARTOUT, 0,0,0,0 } }; ////////////////////// // // RIPPER RUN // ////////////////////// #define RIPPER_RUN_RATE 16 ANIMATOR DoRipperMove, NullRipper, DoActorDebris; STATE s_RipperRun[5][4] = { { {RIPPER_RUN_R0 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][1]}, {RIPPER_RUN_R0 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][2]}, {RIPPER_RUN_R0 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][3]}, {RIPPER_RUN_R0 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][0]}, }, { {RIPPER_RUN_R1 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][1]}, {RIPPER_RUN_R1 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][2]}, {RIPPER_RUN_R1 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][3]}, {RIPPER_RUN_R1 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][0]}, }, { {RIPPER_RUN_R2 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][1]}, {RIPPER_RUN_R2 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][2]}, {RIPPER_RUN_R2 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][3]}, {RIPPER_RUN_R2 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][0]}, }, { {RIPPER_RUN_R3 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][1]}, {RIPPER_RUN_R3 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][2]}, {RIPPER_RUN_R3 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][3]}, {RIPPER_RUN_R3 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][0]}, }, { {RIPPER_RUN_R4 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][1]}, {RIPPER_RUN_R4 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][2]}, {RIPPER_RUN_R4 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][3]}, {RIPPER_RUN_R4 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][0]}, } }; STATEp sg_RipperRun[] = { &s_RipperRun[0][0], &s_RipperRun[1][0], &s_RipperRun[2][0], &s_RipperRun[3][0], &s_RipperRun[4][0] }; ////////////////////// // // RIPPER STAND // ////////////////////// #define RIPPER_STAND_RATE 12 STATE s_RipperStand[5][1] = { { {RIPPER_STAND_R0 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[0][0]}, }, { {RIPPER_STAND_R1 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[1][0]}, }, { {RIPPER_STAND_R2 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[2][0]}, }, { {RIPPER_STAND_R3 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[3][0]}, }, { {RIPPER_STAND_R4 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[4][0]}, }, }; STATEp sg_RipperStand[] = { s_RipperStand[0], s_RipperStand[1], s_RipperStand[2], s_RipperStand[3], s_RipperStand[4] }; ////////////////////// // // RIPPER SWIPE // ////////////////////// #define RIPPER_SWIPE_RATE 8 ANIMATOR InitActorDecide; ANIMATOR InitRipperSlash; STATE s_RipperSwipe[5][8] = { { {RIPPER_SWIPE_R0 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][1]}, {RIPPER_SWIPE_R0 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][2]}, {RIPPER_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[0][3]}, {RIPPER_SWIPE_R0 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][4]}, {RIPPER_SWIPE_R0 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][5]}, {RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[0][6]}, {RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[0][7]}, {RIPPER_SWIPE_R0 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[0][7]}, }, { {RIPPER_SWIPE_R1 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][1]}, {RIPPER_SWIPE_R1 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][2]}, {RIPPER_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[1][3]}, {RIPPER_SWIPE_R1 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][4]}, {RIPPER_SWIPE_R1 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][5]}, {RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[1][6]}, {RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[1][7]}, {RIPPER_SWIPE_R1 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[1][7]}, }, { {RIPPER_SWIPE_R2 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][1]}, {RIPPER_SWIPE_R2 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][2]}, {RIPPER_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[2][3]}, {RIPPER_SWIPE_R2 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][4]}, {RIPPER_SWIPE_R2 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][5]}, {RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[2][6]}, {RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[2][7]}, {RIPPER_SWIPE_R2 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[2][7]}, }, { {RIPPER_SWIPE_R3 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][1]}, {RIPPER_SWIPE_R3 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][2]}, {RIPPER_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[3][3]}, {RIPPER_SWIPE_R3 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][4]}, {RIPPER_SWIPE_R3 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][5]}, {RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[3][6]}, {RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[3][7]}, {RIPPER_SWIPE_R3 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[3][7]}, }, { {RIPPER_SWIPE_R4 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][1]}, {RIPPER_SWIPE_R4 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][2]}, {RIPPER_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[4][3]}, {RIPPER_SWIPE_R4 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][4]}, {RIPPER_SWIPE_R4 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][5]}, {RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[4][6]}, {RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[4][7]}, {RIPPER_SWIPE_R4 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[4][7]}, } }; STATEp sg_RipperSwipe[] = { &s_RipperSwipe[0][0], &s_RipperSwipe[1][0], &s_RipperSwipe[2][0], &s_RipperSwipe[3][0], &s_RipperSwipe[4][0] }; ////////////////////// // // RIPPER SPEW // ////////////////////// #define RIPPER_SPEW_RATE 8 ANIMATOR InitActorDecide; ANIMATOR InitCoolgFire; STATE s_RipperSpew[5][7] = { { {RIPPER_SWIPE_R0 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][1]}, {RIPPER_SWIPE_R0 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][2]}, {RIPPER_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[0][3]}, {RIPPER_SWIPE_R0 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][4]}, {RIPPER_SWIPE_R0 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][5]}, {RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[0][6]}, {RIPPER_SWIPE_R0 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[0][6]}, }, { {RIPPER_SWIPE_R1 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][1]}, {RIPPER_SWIPE_R1 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][2]}, {RIPPER_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[1][3]}, {RIPPER_SWIPE_R1 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][4]}, {RIPPER_SWIPE_R1 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][5]}, {RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[1][6]}, {RIPPER_SWIPE_R1 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[1][6]}, }, { {RIPPER_SWIPE_R2 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][1]}, {RIPPER_SWIPE_R2 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][2]}, {RIPPER_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[2][3]}, {RIPPER_SWIPE_R2 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][4]}, {RIPPER_SWIPE_R2 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][5]}, {RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[2][6]}, {RIPPER_SWIPE_R2 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[2][6]}, }, { {RIPPER_SWIPE_R3 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][1]}, {RIPPER_SWIPE_R3 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][2]}, {RIPPER_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[3][3]}, {RIPPER_SWIPE_R3 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][4]}, {RIPPER_SWIPE_R3 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][5]}, {RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[3][6]}, {RIPPER_SWIPE_R3 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[3][6]}, }, { {RIPPER_SWIPE_R4 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][1]}, {RIPPER_SWIPE_R4 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][2]}, {RIPPER_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[4][3]}, {RIPPER_SWIPE_R4 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][4]}, {RIPPER_SWIPE_R4 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][5]}, {RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[4][6]}, {RIPPER_SWIPE_R4 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[4][6]}, } }; STATEp sg_RipperSpew[] = { &s_RipperSpew[0][0], &s_RipperSpew[1][0], &s_RipperSpew[2][0], &s_RipperSpew[3][0], &s_RipperSpew[4][0] }; ////////////////////// // // RIPPER HEART - show players heart // ////////////////////// #define RIPPER_HEART_RATE 14 ANIMATOR DoRipperStandHeart; STATE s_RipperHeart[5][4] = { { {RIPPER_HEART_R0 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[0][0]}, }, { {RIPPER_HEART_R1 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[1][0]}, }, { {RIPPER_HEART_R2 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[2][0]}, }, { {RIPPER_HEART_R3 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[3][0]}, }, { {RIPPER_HEART_R4 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[4][0]}, } }; STATEp sg_RipperHeart[] = { &s_RipperHeart[0][0], &s_RipperHeart[1][0], &s_RipperHeart[2][0], &s_RipperHeart[3][0], &s_RipperHeart[4][0] }; ////////////////////// // // RIPPER HANG // ////////////////////// #define RIPPER_HANG_RATE 14 ANIMATOR DoRipperHang; STATE s_RipperHang[5][4] = { { {RIPPER_HANG_R0 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[0][0]}, }, { {RIPPER_HANG_R1 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[1][0]}, }, { {RIPPER_HANG_R2 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[2][0]}, }, { {RIPPER_HANG_R3 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[3][0]}, }, { {RIPPER_HANG_R4 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[4][0]}, } }; STATEp sg_RipperHang[] = { &s_RipperHang[0][0], &s_RipperHang[1][0], &s_RipperHang[2][0], &s_RipperHang[3][0], &s_RipperHang[4][0] }; ////////////////////// // // RIPPER PAIN // ////////////////////// #define RIPPER_PAIN_RATE 38 ANIMATOR DoRipperPain; STATE s_RipperPain[5][1] = { { {RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[0][0]}, }, { {RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[1][0]}, }, { {RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[2][0]}, }, { {RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[3][0]}, }, { {RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[4][0]}, } }; STATEp sg_RipperPain[] = { &s_RipperPain[0][0], &s_RipperPain[1][0], &s_RipperPain[2][0], &s_RipperPain[3][0], &s_RipperPain[4][0] }; ////////////////////// // // RIPPER JUMP // ////////////////////// #define RIPPER_JUMP_RATE 25 STATE s_RipperJump[5][6] = { { {RIPPER_JUMP_R0 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[0][1]}, {RIPPER_JUMP_R0 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[0][1]}, }, { {RIPPER_JUMP_R1 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[1][1]}, {RIPPER_JUMP_R1 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[1][1]}, }, { {RIPPER_JUMP_R2 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[2][1]}, {RIPPER_JUMP_R2 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[2][1]}, }, { {RIPPER_JUMP_R3 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[3][1]}, {RIPPER_JUMP_R3 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[3][1]}, }, { {RIPPER_JUMP_R4 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[4][1]}, {RIPPER_JUMP_R4 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[4][1]}, } }; STATEp sg_RipperJump[] = { &s_RipperJump[0][0], &s_RipperJump[1][0], &s_RipperJump[2][0], &s_RipperJump[3][0], &s_RipperJump[4][0] }; ////////////////////// // // RIPPER FALL // ////////////////////// #define RIPPER_FALL_RATE 25 STATE s_RipperFall[5][6] = { { {RIPPER_FALL_R0 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[0][0]}, }, { {RIPPER_FALL_R1 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[1][0]}, }, { {RIPPER_FALL_R2 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[2][0]}, }, { {RIPPER_FALL_R3 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[3][0]}, }, { {RIPPER_FALL_R4 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[4][0]}, } }; STATEp sg_RipperFall[] = { &s_RipperFall[0][0], &s_RipperFall[1][0], &s_RipperFall[2][0], &s_RipperFall[3][0], &s_RipperFall[4][0] }; ////////////////////// // // RIPPER JUMP ATTACK // ////////////////////// #define RIPPER_JUMP_ATTACK_RATE 35 int DoRipperBeginJumpAttack(short SpriteNum); STATE s_RipperJumpAttack[5][6] = { { {RIPPER_JUMP_R0 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[0][1]}, {RIPPER_JUMP_R0 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[0][2]}, {RIPPER_JUMP_R0 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[0][2]}, }, { {RIPPER_JUMP_R1 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[1][1]}, {RIPPER_JUMP_R1 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[1][2]}, {RIPPER_JUMP_R1 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[1][2]}, }, { {RIPPER_JUMP_R2 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[2][1]}, {RIPPER_JUMP_R2 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[2][2]}, {RIPPER_JUMP_R2 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[2][2]}, }, { {RIPPER_JUMP_R3 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[3][1]}, {RIPPER_JUMP_R3 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[3][2]}, {RIPPER_JUMP_R3 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[3][2]}, }, { {RIPPER_JUMP_R4 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[4][1]}, {RIPPER_JUMP_R4 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[4][2]}, {RIPPER_JUMP_R4 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[4][2]}, } }; STATEp sg_RipperJumpAttack[] = { &s_RipperJumpAttack[0][0], &s_RipperJumpAttack[1][0], &s_RipperJumpAttack[2][0], &s_RipperJumpAttack[3][0], &s_RipperJumpAttack[4][0] }; ////////////////////// // // RIPPER HANG_JUMP // ////////////////////// #define RIPPER_HANG_JUMP_RATE 20 STATE s_RipperHangJump[5][6] = { { {RIPPER_JUMP_R0 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[0][1]}, {RIPPER_JUMP_R0 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[0][1]}, }, { {RIPPER_JUMP_R1 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[1][1]}, {RIPPER_JUMP_R1 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[1][1]}, }, { {RIPPER_JUMP_R2 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[2][1]}, {RIPPER_JUMP_R2 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[2][1]}, }, { {RIPPER_JUMP_R3 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[3][1]}, {RIPPER_JUMP_R3 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[3][1]}, }, { {RIPPER_JUMP_R4 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[4][1]}, {RIPPER_JUMP_R4 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[4][1]}, } }; STATEp sg_RipperHangJump[] = { &s_RipperHangJump[0][0], &s_RipperHangJump[1][0], &s_RipperHangJump[2][0], &s_RipperHangJump[3][0], &s_RipperHangJump[4][0] }; ////////////////////// // // RIPPER HANG_FALL // ////////////////////// #define RIPPER_FALL_RATE 25 STATE s_RipperHangFall[5][6] = { { {RIPPER_FALL_R0 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[0][0]}, }, { {RIPPER_FALL_R1 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[1][0]}, }, { {RIPPER_FALL_R2 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[2][0]}, }, { {RIPPER_FALL_R3 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[3][0]}, }, { {RIPPER_FALL_R4 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[4][0]}, } }; STATEp sg_RipperHangFall[] = { &s_RipperHangFall[0][0], &s_RipperHangFall[1][0], &s_RipperHangFall[2][0], &s_RipperHangFall[3][0], &s_RipperHangFall[4][0] }; ////////////////////// // // RIPPER DIE // ////////////////////// #define RIPPER_DIE_RATE 16 STATE s_RipperDie[] = { {RIPPER_DIE + 0, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[1]}, {RIPPER_DIE + 1, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[2]}, {RIPPER_DIE + 2, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[3]}, {RIPPER_DIE + 3, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[4]}, {RIPPER_DEAD, RIPPER_DIE_RATE, DoActorDebris, &s_RipperDie[4]}, }; #define RIPPER_DEAD_RATE 8 STATE s_RipperDead[] = { {RIPPER_DIE + 2, RIPPER_DEAD_RATE, NullAnimator, &s_RipperDead[1]}, {RIPPER_DIE + 3, RIPPER_DEAD_RATE, NullAnimator, &s_RipperDead[2]}, {RIPPER_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_RipperDead[3]}, {RIPPER_DEAD, RIPPER_DEAD_RATE, DoActorDebris, &s_RipperDead[3]}, }; STATEp sg_RipperDie[] = { s_RipperDie }; STATEp sg_RipperDead[] = { s_RipperDead }; STATE s_RipperDeathJump[] = { {RIPPER_DIE + 0, RIPPER_DIE_RATE, DoActorDeathMove, &s_RipperDeathJump[0]} }; STATE s_RipperDeathFall[] = { {RIPPER_DIE + 1, RIPPER_DIE_RATE, DoActorDeathMove, &s_RipperDeathFall[0]} }; STATEp sg_RipperDeathJump[] = { s_RipperDeathJump }; STATEp sg_RipperDeathFall[] = { s_RipperDeathFall }; /* 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 RipperActionSet = { sg_RipperStand, sg_RipperRun, sg_RipperJump, sg_RipperFall, NULL, // sg_RipperCrawl, NULL, // sg_RipperSwim, NULL, // sg_RipperFly, NULL, // sg_RipperRise, NULL, // sg_RipperSit, NULL, // sg_RipperLook, NULL, // climb sg_RipperPain, sg_RipperDie, NULL, // sg_RipperHariKari, sg_RipperDead, sg_RipperDeathJump, sg_RipperDeathFall, {sg_RipperSwipe,sg_RipperSpew}, {800,1024}, {sg_RipperJumpAttack, sg_RipperSpew}, {400, 1024}, {sg_RipperHeart, sg_RipperHang}, NULL, NULL }; ACTOR_ACTION_SET RipperBrownActionSet = { sg_RipperStand, sg_RipperRun, sg_RipperJump, sg_RipperFall, NULL, // sg_RipperCrawl, NULL, // sg_RipperSwim, NULL, // sg_RipperFly, NULL, // sg_RipperRise, NULL, // sg_RipperSit, NULL, // sg_RipperLook, NULL, // climb sg_RipperPain, // pain sg_RipperDie, NULL, // sg_RipperHariKari, sg_RipperDead, sg_RipperDeathJump, sg_RipperDeathFall, {sg_RipperSwipe}, {1024}, {sg_RipperJumpAttack, sg_RipperSwipe}, {800, 1024}, {sg_RipperHeart, sg_RipperHang}, NULL, NULL }; int SetupRipper(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u; ANIMATOR DoActorDecide; if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) { u = User[SpriteNum]; ASSERT(u); } else { User[SpriteNum] = u = SpawnUser(SpriteNum, RIPPER_RUN_R0, s_RipperRun[0]); u->Health = HEALTH_RIPPER/2; // Baby rippers are weaker } ChangeState(SpriteNum, s_RipperRun[0]); u->Attrib = &RipperAttrib; DoActorSetSpeed(SpriteNum, FAST_SPEED); u->StateEnd = s_RipperDie; u->Rot = sg_RipperRun; sp->xrepeat = 64; sp->yrepeat = 64; if (sp->pal == PALETTE_BROWN_RIPPER) { EnemyDefaults(SpriteNum, &RipperBrownActionSet, &RipperPersonality); sp->xrepeat = 106; sp->yrepeat = 90; if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) u->Health = HEALTH_MOMMA_RIPPER; sp->clipdist += 128 >> 2; } else { EnemyDefaults(SpriteNum, &RipperActionSet, &RipperPersonality); } SET(u->Flags, SPR_XFLIP_TOGGLE); return 0; } int GetJumpHeight(short jump_speed, short jump_grav) { int jump_iterations; int height; jump_speed = labs(jump_speed); jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS); height = jump_speed * jump_iterations * ACTORMOVETICS; height = DIV256(height); return DIV2(height); } int PickJumpSpeed(short SpriteNum, int pix_height) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; //ASSERT(pix_height < 128); u->jump_speed = -600; u->jump_grav = 8; while (TRUE) { if (GetJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20) break; u->jump_speed -= 100; ASSERT(u->jump_speed > -3000); } return u->jump_speed; } int PickJumpMaxSpeed(short SpriteNum, short max_speed) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int zh; ASSERT(max_speed < 0); u->jump_speed = max_speed; u->jump_grav = 8; zh = SPRITEp_TOS(sp); while (TRUE) { if (zh - Z(GetJumpHeight(u->jump_speed, u->jump_grav)) - Z(16) > u->hiz) break; u->jump_speed += 100; if (u->jump_speed > -200) break; } return u->jump_speed; } // // HANGING - Jumping/Falling/Stationary // int InitRipperHang(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int dist; short ang2; hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 }; SWBOOL Found = FALSE; short dang, tang; for (dang = 0; dang < 2048; dang += 128) { tang = NORM_ANGLE(sp->ang + dang); FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum, // Start position sintable[NORM_ANGLE(tang + 512)], // X vector of 3D ang sintable[tang], // Y vector of 3D ang 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); //ASSERT(hitinfo.sect >= 0); if (hitinfo.sect < 0) continue; dist = Distance(sp->x, sp->y, hitinfo.pos.x, hitinfo.pos.y); if (hitinfo.wall < 0 || dist < 2000 || dist > 7000) { continue; } Found = TRUE; sp->ang = tang; break; } if (!Found) { InitActorDecide(SpriteNum); return 0; } NewStateGroup(SpriteNum, sg_RipperHangJump); u->StateFallOverride = sg_RipperHangFall; DoActorSetSpeed(SpriteNum, FAST_SPEED); //u->jump_speed = -800; PickJumpMaxSpeed(SpriteNum, -800); SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // set up individual actor jump gravity u->jump_grav = 8; DoJump(SpriteNum); return 0; } int DoRipperHang(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if ((u->WaitTics -= ACTORMOVETICS) > 0) return 0; NewStateGroup(SpriteNum, sg_RipperJumpAttack); // move to the 2nd frame - past the pause frame u->Tics += u->State->Tics; return 0; } int DoRipperMoveHang(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int nx, ny; // Move while jumping nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = sp->xvel * (int) sintable[sp->ang] >> 14; // if cannot move the sprite if (!move_actor(SpriteNum, nx, ny, 0L)) { switch (TEST(u->ret, HIT_MASK)) { case HIT_WALL: { short hit_wall; short w, nw; hit_wall = NORM_WALL(u->ret); NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]); u->WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120); // hang flush with the wall w = hit_wall; nw = wall[w].point2; sp->ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y) - 512); return 0; } } } return 0; } int DoRipperHangJF(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int nx, ny; if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoJump(SpriteNum); else DoFall(SpriteNum); } if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (DoRipperQuickJump(SpriteNum)) return 0; InitActorDecide(SpriteNum); } DoRipperMoveHang(SpriteNum); return 0; } // // JUMP ATTACK // int DoRipperBeginJumpAttack(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SPRITEp psp = User[SpriteNum]->tgt_sp; int dist; int CanSeePlayer(short SpriteNum); short tang; #define RANDOM_NEG(x) (RANDOM_P2((x)<<1) - (x)) tang = getangle(psp->x - sp->x, psp->y - sp->y); if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS)) sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256 << 6) >> 6)); else sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256 << 6) >> 6)); DoActorSetSpeed(SpriteNum, FAST_SPEED); //u->jump_speed = -800; PickJumpMaxSpeed(SpriteNum, -400); // was -800 SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // set up individual actor jump gravity u->jump_grav = 17; // was 8 // if I didn't do this here they get stuck in the air sometimes DoActorZrange(SpriteNum); DoJump(SpriteNum); return 0; } int DoRipperMoveJump(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoJump(SpriteNum); else DoFall(SpriteNum); } if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (DoRipperQuickJump(SpriteNum)) return 0; InitActorDecide(SpriteNum); } DoRipperMoveHang(SpriteNum); return 0; } // // STD MOVEMENT // int DoRipperQuickJump(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; // Tests to see if ripper is on top of a player/enemy and then immediatly // does another jump if (u->lo_sp) { SPRITEp tsp = u->lo_sp; if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY)) { NewStateGroup(SpriteNum, sg_RipperJumpAttack); // move past the first state u->Tics = 30; return TRUE; } } return FALSE; } int NullRipper(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(SpriteNum); DoActorSectorDamage(SpriteNum); return 0; } int DoRipperPain(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; NullRipper(SpriteNum); if ((u->WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(SpriteNum); return 0; } // CTW MODIFICATION //int DoRipperRipHeart(SpriteNum) int DoRipperRipHeart(short SpriteNum) // CTW MODIFICATION END { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SPRITEp tsp = u->tgt_sp; NewStateGroup(SpriteNum, sg_RipperHeart); u->WaitTics = 6 * 120; // player face ripper tsp->ang = getangle(sp->x - tsp->x, sp->y - tsp->y); return 0; } // CTW MODIFICATION //int DoRipperStandHeart(SpriteNum) int DoRipperStandHeart(short SpriteNum) // CTW MODIFICATION END { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; NullRipper(SpriteNum); if ((u->WaitTics -= ACTORMOVETICS) <= 0) NewStateGroup(SpriteNum, sg_RipperRun); return 0; } void RipperHatch(short Weapon) { SPRITEp wp = &sprite[Weapon]; short New,i; SPRITEp np; USERp nu; #define MAX_RIPPERS 1 short rip_ang[MAX_RIPPERS]; rip_ang[0] = RANDOM_P2(2048); // rip_ang[1] = NORM_ANGLE(rip_ang[0] + 1024 + (RANDOM_P2(512) - 256)); for (i = 0; i < MAX_RIPPERS; i++) { New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); np = &sprite[New]; memset(np,0,sizeof(SPRITE)); np->sectnum = wp->sectnum; np->statnum = STAT_DEFAULT; np->x = wp->x; np->y = wp->y; np->z = wp->z; np->owner = -1; //np->xrepeat = np->yrepeat = 36; np->xrepeat = np->yrepeat = 64; np->ang = rip_ang[i]; np->pal = 0; SetupRipper(New); nu = User[New]; // make immediately active SET(nu->Flags, SPR_ACTIVE); NewStateGroup(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(New, FAST_SPEED); PickJumpMaxSpeed(New, -600); SET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); nu->jump_grav = 8; // if I didn't do this here they get stuck in the air sometimes DoActorZrange(New); DoJump(New); } } int DoRipperMove(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if (u->scale_speed) { DoScaleSprite(SpriteNum); } if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoJump(SpriteNum); else DoFall(SpriteNum); } // if on a player/enemy sprite jump quickly if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (DoRipperQuickJump(SpriteNum)) return 0; KeepActorOnFloor(SpriteNum); } if (TEST(u->Flags, SPR_SLIDING)) DoActorSlide(SpriteNum); if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else (*u->ActorActionFunc)(SpriteNum); DoActorSectorDamage(SpriteNum); return 0; } #include "saveable.h" static saveable_code saveable_ripper_code[] = { SAVE_CODE(SetupRipper), SAVE_CODE(GetJumpHeight), SAVE_CODE(PickJumpSpeed), SAVE_CODE(PickJumpMaxSpeed), SAVE_CODE(InitRipperHang), SAVE_CODE(DoRipperHang), SAVE_CODE(DoRipperMoveHang), SAVE_CODE(DoRipperHangJF), SAVE_CODE(DoRipperBeginJumpAttack), SAVE_CODE(DoRipperMoveJump), SAVE_CODE(DoRipperQuickJump), SAVE_CODE(NullRipper), SAVE_CODE(DoRipperPain), SAVE_CODE(DoRipperRipHeart), SAVE_CODE(DoRipperStandHeart), SAVE_CODE(RipperHatch), SAVE_CODE(DoRipperMove), }; static saveable_data saveable_ripper_data[] = { SAVE_DATA(RipperBattle), SAVE_DATA(RipperOffense), SAVE_DATA(RipperBroadcast), SAVE_DATA(RipperSurprised), SAVE_DATA(RipperEvasive), SAVE_DATA(RipperLostTarget), SAVE_DATA(RipperCloseRange), SAVE_DATA(RipperPersonality), SAVE_DATA(RipperAttrib), SAVE_DATA(s_RipperRun), SAVE_DATA(sg_RipperRun), SAVE_DATA(s_RipperStand), SAVE_DATA(sg_RipperStand), SAVE_DATA(s_RipperSwipe), SAVE_DATA(sg_RipperSwipe), SAVE_DATA(s_RipperSpew), SAVE_DATA(sg_RipperSpew), SAVE_DATA(s_RipperHeart), SAVE_DATA(sg_RipperHeart), SAVE_DATA(s_RipperHang), SAVE_DATA(sg_RipperHang), SAVE_DATA(s_RipperPain), SAVE_DATA(sg_RipperPain), SAVE_DATA(s_RipperJump), SAVE_DATA(sg_RipperJump), SAVE_DATA(s_RipperFall), SAVE_DATA(sg_RipperFall), SAVE_DATA(s_RipperJumpAttack), SAVE_DATA(sg_RipperJumpAttack), SAVE_DATA(s_RipperHangJump), SAVE_DATA(sg_RipperHangJump), SAVE_DATA(s_RipperHangFall), SAVE_DATA(sg_RipperHangFall), SAVE_DATA(s_RipperDie), SAVE_DATA(s_RipperDead), SAVE_DATA(sg_RipperDie), SAVE_DATA(sg_RipperDead), SAVE_DATA(s_RipperDeathJump), SAVE_DATA(s_RipperDeathFall), SAVE_DATA(sg_RipperDeathJump), SAVE_DATA(sg_RipperDeathFall), SAVE_DATA(RipperActionSet), SAVE_DATA(RipperBrownActionSet), }; saveable_module saveable_ripper = { // code saveable_ripper_code, SIZ(saveable_ripper_code), // data saveable_ripper_data, SIZ(saveable_ripper_data) }; END_SW_NS