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557bd201fb
- Shadow Warrior updates from SWP.
680 lines
15 KiB
C++
680 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "ai.h"
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#include "actor.h"
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#include "weapon.h"
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#include "track.h"
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#include "sprite.h"
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BEGIN_SW_NS
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ANIMATOR DoHornetCircle, InitHornetCircle;
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DECISION HornetBattle[] =
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{
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{50, InitHornetCircle },
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{798, InitActorMoveCloser },
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{800, InitActorAlertNoise },
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{1024, InitActorRunAway }
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};
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DECISION HornetOffense[] =
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{
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{1022, InitActorMoveCloser },
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{1024, InitActorAlertNoise }
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};
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DECISION HornetBroadcast[] =
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{
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{3, InitActorAlertNoise },
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{6, InitActorAmbientNoise },
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{1024, InitActorDecide }
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};
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DECISION HornetSurprised[] =
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{
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{100, InitHornetCircle },
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{701, InitActorMoveCloser },
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{1024, InitActorDecide }
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};
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DECISION HornetEvasive[] =
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{
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{20, InitHornetCircle },
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{1024, NULL },
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};
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DECISION HornetLostTarget[] =
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{
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{900, InitActorFindPlayer },
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{1024, InitActorWanderAround }
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};
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DECISION HornetCloseRange[] =
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{
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{900, InitActorMoveCloser },
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{1024, InitActorReposition }
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};
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ANIMATOR InitHornetSting;
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DECISION HornetTouchTarget[] =
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{
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{500, InitHornetCircle },
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{1024, InitHornetSting }
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};
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PERSONALITY HornetPersonality =
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{
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HornetBattle,
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HornetOffense,
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HornetBroadcast,
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HornetSurprised,
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HornetEvasive,
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HornetLostTarget,
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HornetCloseRange,
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HornetTouchTarget
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};
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ATTRIBUTE HornetAttrib =
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{
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{300, 350, 375, 400}, // Speeds
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{0, 0, 0, 0}, // Tic Adjusts
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0, //MaxWeapons;
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{
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0, 0, DIGI_HORNETSTING, DIGI_HORNETSTING, DIGI_HORNETDEATH,
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0,0,0,0,0
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}
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};
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//////////////////////
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//
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// HORNET RUN
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//////////////////////
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#define HORNET_RUN_RATE 7
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ANIMATOR DoHornetMove,NullHornet,DoStayOnFloor, DoActorDebris, NullHornet, DoHornetBirth;
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STATE s_HornetRun[5][2] =
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{
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{
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{HORNET_RUN_R0 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[0][1]},
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{HORNET_RUN_R0 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[0][0]},
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},
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{
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{HORNET_RUN_R1 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[1][1]},
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{HORNET_RUN_R1 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[1][0]},
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},
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{
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{HORNET_RUN_R2 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[2][1]},
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{HORNET_RUN_R2 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[2][0]},
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},
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{
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{HORNET_RUN_R3 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[3][1]},
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{HORNET_RUN_R3 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[3][0]},
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},
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{
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{HORNET_RUN_R4 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[4][1]},
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{HORNET_RUN_R4 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[4][0]},
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}
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};
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STATEp sg_HornetRun[] =
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{
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&s_HornetRun[0][0],
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&s_HornetRun[1][0],
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&s_HornetRun[2][0],
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&s_HornetRun[3][0],
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&s_HornetRun[4][0]
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};
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//////////////////////
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//
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// HORNET STAND
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//
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//////////////////////
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#define HORNET_STAND_RATE (HORNET_RUN_RATE + 5)
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STATE s_HornetStand[5][2] =
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{
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{
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{HORNET_RUN_R0 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[0][1]},
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{HORNET_RUN_R0 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[0][0]}
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},
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{
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{HORNET_RUN_R1 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[1][1]},
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{HORNET_RUN_R1 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[1][0]}
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},
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{
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{HORNET_RUN_R2 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[2][1]},
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{HORNET_RUN_R2 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[2][0]}
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},
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{
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{HORNET_RUN_R3 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[3][1]},
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{HORNET_RUN_R3 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[3][0]}
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},
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{
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{HORNET_RUN_R4 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[4][1]},
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{HORNET_RUN_R4 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[4][0]}
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}
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};
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STATEp sg_HornetStand[] =
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{
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&s_HornetStand[0][0],
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&s_HornetStand[1][0],
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&s_HornetStand[2][0],
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&s_HornetStand[3][0],
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&s_HornetStand[4][0]
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};
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//////////////////////
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//
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// HORNET DIE
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//
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//////////////////////
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#define HORNET_DIE_RATE 20
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ANIMATOR DoHornetDeath;
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STATE s_HornetDie[] =
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{
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#if 0
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{HORNET_DIE + 0, HORNET_DIE_RATE, NullHornet, &s_HornetDie[1]},
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{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDie[1]},
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#else
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{HORNET_DIE + 0, HORNET_DIE_RATE, DoHornetDeath, &s_HornetDie[0]},
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#endif
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};
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STATEp sg_HornetDie[] =
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{
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s_HornetDie
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};
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STATE s_HornetDead[] =
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{
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{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDead[0]},
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};
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STATEp sg_HornetDead[] =
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{
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s_HornetDead
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};
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/*
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STATEp *Stand[MAX_WEAPONS];
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STATEp *Run;
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STATEp *Jump;
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STATEp *Fall;
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STATEp *Crawl;
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STATEp *Swim;
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STATEp *Fly;
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STATEp *Rise;
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STATEp *Sit;
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STATEp *Look;
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STATEp *Climb;
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STATEp *Pain;
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STATEp *Death1;
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STATEp *Death2;
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STATEp *Dead;
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STATEp *DeathJump;
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STATEp *DeathFall;
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STATEp *CloseAttack[2];
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STATEp *Attack[6];
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STATEp *Special[2];
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*/
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ACTOR_ACTION_SET HornetActionSet =
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{
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sg_HornetStand,
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sg_HornetRun,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL, //climb
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NULL, //pain
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sg_HornetDie,
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NULL,
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sg_HornetDead,
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NULL,
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NULL,
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{NULL},
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{0},
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{NULL},
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{0},
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{NULL},
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NULL,
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NULL
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};
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int DoHornetMatchPlayerZ(short SpriteNum);
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int
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SetupHornet(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u;
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ANIMATOR DoActorDecide;
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if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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{
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u = User[SpriteNum];
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ASSERT(u);
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}
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else
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{
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User[SpriteNum] = u = SpawnUser(SpriteNum,HORNET_RUN_R0,s_HornetRun[0]);
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u->Health = HEALTH_HORNET;
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}
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ChangeState(SpriteNum, s_HornetRun[0]);
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u->Attrib = &HornetAttrib;
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DoActorSetSpeed(SpriteNum, NORM_SPEED);
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u->StateEnd = s_HornetDie;
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u->Rot = sg_HornetRun;
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EnemyDefaults(SpriteNum, &HornetActionSet, &HornetPersonality);
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SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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sp->clipdist = (100) >> 2;
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u->floor_dist = Z(16);
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u->ceiling_dist = Z(16);
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u->sz = sp->z;
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sp->xrepeat = 37;
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sp->yrepeat = 32;
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// Special looping buzz sound attached to each hornet spawned
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PlaySound(DIGI_HORNETBUZZ,&sp->x,&sp->y,&sp->z,v3df_follow|v3df_init);
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Set3DSoundOwner(SpriteNum);
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return 0;
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}
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int NullHornet(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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if (TEST(u->Flags,SPR_SLIDING))
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DoActorSlide(SpriteNum);
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DoHornetMatchPlayerZ(SpriteNum);
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DoActorSectorDamage(SpriteNum);
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return 0;
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}
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int DoHornetMatchPlayerZ(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SPRITEp tsp = User[SpriteNum]->tgt_sp;
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int zdiff,zdist;
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int loz,hiz;
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int bound;
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// actor does a sine wave about u->sz - this is the z mid point
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//zdiff = (SPRITEp_LOWER(tsp) - Z(8)) - u->sz;
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zdiff = (SPRITEp_MID(tsp)) - u->sz;
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// check z diff of the player and the sprite
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zdist = Z(20 + RANDOM_RANGE(200)); // put a random amount
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if (labs(zdiff) > zdist)
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{
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if (zdiff > 0)
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// manipulate the z midpoint
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//u->sz += 256 * ACTORMOVETICS;
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u->sz += 1024 * ACTORMOVETICS;
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else
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u->sz -= 256 * ACTORMOVETICS;
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}
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#define HORNET_BOB_AMT (Z(16))
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// save off lo and hi z
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loz = u->loz;
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hiz = u->hiz;
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// adjust loz/hiz for water depth
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if (u->lo_sectp && SectUser[u->lo_sectp - sector] && SectUser[u->lo_sectp - sector]->depth)
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loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8);
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// lower bound
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if (u->lo_sp)
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bound = loz - u->floor_dist;
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else
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bound = loz - u->floor_dist - HORNET_BOB_AMT;
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if (u->sz > bound)
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{
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u->sz = bound;
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}
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// upper bound
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if (u->hi_sp)
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bound = hiz + u->ceiling_dist;
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else
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bound = hiz + u->ceiling_dist + HORNET_BOB_AMT;
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if (u->sz < bound)
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{
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u->sz = bound;
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}
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u->sz = min(u->sz, loz - u->floor_dist);
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u->sz = max(u->sz, hiz + u->ceiling_dist);
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u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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sp->z = u->sz + ((HORNET_BOB_AMT * (int)sintable[u->Counter]) >> 14);
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bound = u->hiz + u->ceiling_dist + HORNET_BOB_AMT;
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if (sp->z < bound)
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{
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// bumped something
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sp->z = u->sz = bound + HORNET_BOB_AMT;
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}
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return 0;
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}
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int InitHornetCircle(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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u->ActorActionFunc = DoHornetCircle;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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// set it close
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DoActorSetSpeed(SpriteNum, FAST_SPEED);
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// set to really fast
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sp->xvel = 400;
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// angle adjuster
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u->Counter2 = sp->xvel/3;
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// random angle direction
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if (RANDOM_P2(1024) < 512)
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u->Counter2 = -u->Counter2;
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// z velocity
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u->jump_speed = 200 + RANDOM_P2(128);
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if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
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u->jump_speed = -u->jump_speed;
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u->WaitTics = (RANDOM_RANGE(3)+1) * 60;
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(*u->ActorActionFunc)(SpriteNum);
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return 0;
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}
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int DoHornetCircle(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SPRITEp tsp = User[SpriteNum]->tgt_sp;
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int nx,ny,bound;
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sp->ang = NORM_ANGLE(sp->ang + u->Counter2);
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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//ActorMoveHitReact(SpriteNum);
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// try moving in the opposite direction
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u->Counter2 = -u->Counter2;
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sp->ang = NORM_ANGLE(sp->ang + 1024);
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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InitActorReposition(SpriteNum);
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return 0;
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}
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}
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// move in the z direction
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u->sz -= u->jump_speed * ACTORMOVETICS;
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bound = u->hiz + u->ceiling_dist + HORNET_BOB_AMT;
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if (u->sz < bound)
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{
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// bumped something
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u->sz = bound;
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InitActorReposition(SpriteNum);
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return 0;
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}
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// time out
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if ((u->WaitTics -= ACTORMOVETICS) < 0)
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{
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InitActorReposition(SpriteNum);
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u->WaitTics = 0;
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return 0;
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}
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return 0;
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}
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int
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DoHornetDeath(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int nx, ny;
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if (TEST(u->Flags, SPR_FALLING))
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{
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u->loz = u->zclip;
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DoFall(SpriteNum);
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}
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else
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{
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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u->jump_speed = 0;
|
|
u->floor_dist = 0;
|
|
DoBeginFall(SpriteNum);
|
|
DoFindGroundPoint(SpriteNum);
|
|
u->zclip = u->loz;
|
|
}
|
|
|
|
if (TEST(u->Flags, SPR_SLIDING))
|
|
DoActorSlide(SpriteNum);
|
|
|
|
// slide while falling
|
|
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
|
|
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
|
|
|
|
u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 1, ACTORMOVETICS);
|
|
|
|
// on the ground
|
|
if (sp->z >= u->loz)
|
|
{
|
|
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
|
|
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
|
|
NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
|
|
DeleteNoSoundOwner(SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Hornets can swarm around other hornets or whatever is tagged as swarm target
|
|
int DoCheckSwarm(short SpriteNum)
|
|
{
|
|
short i,nexti;
|
|
SPRITEp sp = &sprite[SpriteNum], tsp;
|
|
USERp u = User[SpriteNum], tu;
|
|
int dist, pdist, a,b,c;
|
|
PLAYERp pp;
|
|
|
|
if (!MoveSkip8) return 0; // Don't over check
|
|
|
|
if (!u->tgt_sp) return 0;
|
|
|
|
// Who's the closest meat!?
|
|
DoActorPickClosePlayer(SpriteNum);
|
|
|
|
if (User[u->tgt_sp - sprite]->PlayerP)
|
|
{
|
|
pp = User[u->tgt_sp - sprite]->PlayerP;
|
|
DISTANCE(sp->x, sp->y, pp->posx, pp->posy, pdist, a, b, c);
|
|
}
|
|
else
|
|
return 0;
|
|
|
|
// all enemys
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
|
|
{
|
|
tsp = &sprite[i];
|
|
tu = User[i];
|
|
|
|
if (!tu) continue;
|
|
|
|
if (tsp->hitag != TAG_SWARMSPOT || tsp->lotag != 2) continue;
|
|
|
|
DISTANCE(sp->x, sp->y, tsp->x, tsp->y, dist, a, b, c);
|
|
|
|
if (dist < pdist && u->ID == tu->ID) // Only flock to your own kind
|
|
{
|
|
u->tgt_sp = tsp; // Set target to swarm center
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
int DoHornetMove(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
// Check for swarming
|
|
// lotag of 1 = Swarm around lotags of 2
|
|
// lotag of 0 is normal
|
|
if (sp->hitag == TAG_SWARMSPOT && sp->lotag == 1)
|
|
DoCheckSwarm(SpriteNum);
|
|
|
|
if (TEST(u->Flags,SPR_SLIDING))
|
|
DoActorSlide(SpriteNum);
|
|
|
|
if (u->track >= 0)
|
|
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
|
|
else
|
|
(*u->ActorActionFunc)(SpriteNum);
|
|
|
|
DoHornetMatchPlayerZ(SpriteNum);
|
|
|
|
DoActorSectorDamage(SpriteNum);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_hornet_code[] =
|
|
{
|
|
SAVE_CODE(SetupHornet),
|
|
SAVE_CODE(NullHornet),
|
|
SAVE_CODE(DoHornetMatchPlayerZ),
|
|
SAVE_CODE(InitHornetCircle),
|
|
SAVE_CODE(DoHornetCircle),
|
|
SAVE_CODE(DoHornetDeath),
|
|
SAVE_CODE(DoCheckSwarm),
|
|
SAVE_CODE(DoHornetMove),
|
|
};
|
|
|
|
static saveable_data saveable_hornet_data[] =
|
|
{
|
|
SAVE_DATA(HornetBattle),
|
|
SAVE_DATA(HornetOffense),
|
|
SAVE_DATA(HornetBroadcast),
|
|
SAVE_DATA(HornetSurprised),
|
|
SAVE_DATA(HornetEvasive),
|
|
SAVE_DATA(HornetLostTarget),
|
|
SAVE_DATA(HornetCloseRange),
|
|
SAVE_DATA(HornetTouchTarget),
|
|
|
|
SAVE_DATA(HornetPersonality),
|
|
|
|
SAVE_DATA(HornetAttrib),
|
|
|
|
SAVE_DATA(s_HornetRun),
|
|
SAVE_DATA(sg_HornetRun),
|
|
SAVE_DATA(s_HornetStand),
|
|
SAVE_DATA(sg_HornetStand),
|
|
SAVE_DATA(s_HornetDie),
|
|
SAVE_DATA(sg_HornetDie),
|
|
SAVE_DATA(s_HornetDead),
|
|
SAVE_DATA(sg_HornetDead),
|
|
|
|
SAVE_DATA(HornetActionSet),
|
|
};
|
|
|
|
saveable_module saveable_hornet =
|
|
{
|
|
// code
|
|
saveable_hornet_code,
|
|
SIZ(saveable_hornet_code),
|
|
|
|
// data
|
|
saveable_hornet_data,
|
|
SIZ(saveable_hornet_data)
|
|
};
|
|
END_SW_NS
|