raze/source/games/blood/src/ai.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "savegamehelp.h"
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#include "blood.h"
BEGIN_BLD_NS
void RecoilDude(DBloodActor* actor);
AISTATE genIdle = { kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
AISTATE genRecoil = { kAiStateRecoil, 5, -1, 20, NULL, NULL, NULL, &genIdle };
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const int dword_138BB0[5] = { 0x2000, 0x4000, 0x8000, 0xa000, 0xe000 };
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool dudeIsPlayingSeq(DBloodActor* actor, int nSeq)
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{
auto pSprite = &actor->s();
if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
{
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (seqGetID(actor) == pDudeInfo->seqStartID + nSeq && seqGetStatus(actor) >= 0)
return true;
}
return false;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPlay3DSound(DBloodActor* actor, int a2, AI_SFX_PRIORITY a3, int a4)
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{
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
if (a3 == AI_SFX_PRIORITY_0)
sfxPlay3DSound(actor, a2, a4, 2);
else if (a3 > pDudeExtra->prio || pDudeExtra->time <= PlayClock)
{
sfxKill3DSound(actor, -1, -1);
sfxPlay3DSound(actor, a2, a4, 0);
pDudeExtra->prio = a3;
pDudeExtra->time = PlayClock + 120;
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiNewState(DBloodActor* actor, AISTATE* pAIState)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
pXSprite->stateTimer = pAIState->stateTicks;
pXSprite->aiState = pAIState;
int seqStartId = pDudeInfo->seqStartID;
if (pAIState->seqId >= 0)
{
seqStartId += pAIState->seqId;
if (getSequence(seqStartId))
seqSpawn(seqStartId, actor, pAIState->funcId);
}
if (pAIState->enterFunc)
pAIState->enterFunc(actor);
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool isImmune(DBloodActor* actor, int dmgType, int minScale)
{
if (dmgType >= kDmgFall && dmgType < kDmgMax && actor->hasX() && actor->x().locked != 1)
{
int type = actor->s().type;
if (type >= kThingBase && type < kThingMax)
return (thingInfo[type - kThingBase].dmgControl[dmgType] <= minScale);
else if (actor->IsDudeActor())
{
if (actor->IsPlayerActor()) return (gPlayer[type - kDudePlayer1].godMode || gPlayer[type - kDudePlayer1].damageControl[dmgType] <= minScale);
else return (dudeInfo[type - kDudeBase].damageVal[dmgType] <= minScale);
}
}
return true;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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{
auto pSprite = &actor->s();
int top, bottom;
GetActorExtents(actor, &top, &bottom);
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
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HitScan(actor, z, bcos(nAngle), bsin(nAngle), 0, CLIPMASK0, nRange);
int nDist = approxDist(x - gHitInfo.hitx, y - gHitInfo.hity);
if (nDist - (pSprite->clipdist << 2) < nRange)
{
if (gHitInfo.hitactor == nullptr || target == nullptr || target != gHitInfo.hitactor)
return false;
return true;
}
x += MulScale(nRange, Cos(nAngle), 30);
y += MulScale(nRange, Sin(nAngle), 30);
int nSector = pSprite->sectnum;
assert(validSectorIndex(nSector));
if (!FindSector(x, y, z, &nSector))
return false;
int floorZ = getflorzofslope(nSector, x, y);
auto pXSector = sector[nSector].hasX()? &sector[nSector].xs() : nullptr;
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bool Underwater = 0;
bool Water = 0;
bool Depth = 0;
bool Crusher = 0;
if (pXSector)
{
if (pXSector->Underwater)
Underwater = 1;
if (pXSector->Depth)
Depth = 1;
if (sector[nSector].type == kSectorDamage || pXSector->damageType > 0)
Crusher = 1;
}
auto Upper = getUpperLink(nSector);
auto Lower = getLowerLink(nSector);
if (Upper != nullptr)
{
if (Upper->s().type == kMarkerUpWater || Upper->s().type == kMarkerUpGoo)
Water = Depth = 1;
}
if (Lower != nullptr)
{
if (Lower->s().type == kMarkerLowWater || Lower->s().type == kMarkerLowGoo)
Depth = 1;
}
switch (pSprite->type) {
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudeBat:
if (pSprite->clipdist > nDist)
return 0;
if (Depth)
{
// Ouch...
if (Depth)
return false;
if (Crusher)
return false;
}
break;
case kDudeBoneEel:
if (Water)
return false;
if (!Underwater)
return false;
if (Underwater)
return true;
break;
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
// by NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
// i don't think it will broke something in game.
if (!cl_bloodvanillaenemies && !VanillaMode() && Crusher && isImmune(actor, pXSector->damageType, 16)) return true;
[[fallthrough]];
case kDudeZombieButcher:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeSpiderMother:
case kDudeHellHound:
case kDudeRat:
case kDudeInnocent:
if (Crusher)
return false;
if (Depth || Underwater)
return false;
if (floorZ - bottom > 0x2000)
return false;
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning:
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if ((Crusher && !nnExtIsImmune(actor, pXSector->damageType)) || ((Water || Underwater) && !canSwim(actor))) return false;
return true;
[[fallthrough]];
#endif
case kDudeZombieAxeNormal:
case kDudePhantasm:
case kDudeGillBeast:
default:
if (Crusher)
return false;
if ((pXSector == nullptr || (!pXSector->Underwater && !pXSector->Depth)) && floorZ - bottom > 0x2000)
return false;
break;
}
return 1;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiChooseDirection(DBloodActor* actor, int a3)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int vc = ((a3 + 1024 - pSprite->ang) & 2047) - 1024;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = actor->xvel;
int dy = actor->yvel;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int vsi = ((t1 * 15) >> 12) / 2;
int v8 = 341;
if (vc < 0)
v8 = -341;
if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc, vsi))
pXSprite->goalAng = pSprite->ang + vc;
else if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc / 2, vsi))
pXSprite->goalAng = pSprite->ang + vc / 2;
else if (CanMove(actor, actor->GetTarget(), pSprite->ang - vc / 2, vsi))
pXSprite->goalAng = pSprite->ang - vc / 2;
else if (CanMove(actor, actor->GetTarget(), pSprite->ang + v8, vsi))
pXSprite->goalAng = pSprite->ang + v8;
else if (CanMove(actor, actor->GetTarget(), pSprite->ang, vsi))
pXSprite->goalAng = pSprite->ang;
else if (CanMove(actor, actor->GetTarget(), pSprite->ang - v8, vsi))
pXSprite->goalAng = pSprite->ang - v8;
//else if (pSprite->flags&2)
//pXSprite->goalAng = pSprite->ang+341;
else // Weird..
pXSprite->goalAng = pSprite->ang + 341;
if (Chance(0x8000))
pXSprite->dodgeDir = 1;
else
pXSprite->dodgeDir = -1;
if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
{
pXSprite->dodgeDir = -pXSprite->dodgeDir;
if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
pXSprite->dodgeDir = 0;
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiMoveForward(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
if (abs(nAng) > 341)
return;
actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(pSprite->ang), 30);
actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(pSprite->ang), 30);
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiMoveTurn(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiMoveDodge(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
if (pXSprite->dodgeDir)
{
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = actor->xvel;
int dy = actor->yvel;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
}
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}
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//---------------------------------------------------------------------------
//
// todo: split this up.
//
//---------------------------------------------------------------------------
void aiActivateDude(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!pXSprite->state)
{
aiChooseDirection(actor, getangle(pXSprite->targetX - pSprite->x, pXSprite->targetY - pSprite->y));
pXSprite->state = 1;
}
switch (pSprite->type)
{
case kDudePhantasm:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &ghostSearch);
else
{
aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &ghostChase);
}
break;
}
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistSearch);
if (Chance(0x8000))
{
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(actor, 1008 + Random(5), AI_SFX_PRIORITY_1, -1);
}
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
}
}
else
{
if (Chance(0x8000))
{
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4003 + Random(4), AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(actor, 1003 + Random(4), AI_SFX_PRIORITY_1, -1);
}
switch (pXSprite->medium)
{
case kMediumNormal:
if (pSprite->type == kDudeCultistTommy) aiNewState(actor, &fanaticChase);
else aiNewState(actor, &cultistChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimChase);
break;
}
}
break;
}
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
{
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if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW);
else aiGenDudeNewState(actor, &genDudeSearchL);
}
else
{
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if (Chance(0x4000)) playGenDudeSound(actor,kGenDudeSndTargetSpot);
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if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeChaseW);
else aiGenDudeNewState(actor, &genDudeChaseL);
}
break;
}
case kDudeModernCustomBurning:
if (actor->GetTarget() == nullptr) aiGenDudeNewState(actor, &genDudeBurnSearch);
else aiGenDudeNewState(actor, &genDudeBurnChase);
break;
#endif
case kDudeCultistTommyProne:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
pSprite->type = kDudeCultistTommy;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
{
case 0:
aiNewState(actor, &cultistSearch);
if (Chance(0x8000)) aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
}
}
else
{
if (Chance(0x8000))
aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistProneChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimChase);
break;
}
}
break;
}
case kDudeCultistShotgunProne:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
pSprite->type = kDudeCultistShotgun;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistSearch);
if (Chance(0x8000))
aiPlay3DSound(actor, 1008 + Random(5), AI_SFX_PRIORITY_1, -1);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
}
}
else
{
if (Chance(0x8000))
aiPlay3DSound(actor, 1003 + Random(4), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistProneChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimChase);
break;
}
}
break;
}
case kDudeBurningCultist:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &cultistBurnSearch);
else
aiNewState(actor, &cultistBurnChase);
break;
case kDudeBat:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (!pSprite->flags)
pSprite->flags = 9;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &batSearch);
else
{
if (Chance(0xa000))
aiPlay3DSound(actor, 2000, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &batChase);
}
break;
}
case kDudeBoneEel:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &eelSearch);
else
{
if (Chance(0x8000))
aiPlay3DSound(actor, 1501, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(actor, 1500, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &eelChase);
}
break;
}
case kDudeGillBeast:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
XSECTOR* pXSector = pSprite->sector()->hasX()? &pSprite->sector()->xs() : nullptr;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
}
else
{
if (Chance(0x4000))
aiPlay3DSound(actor, 1701, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(actor, 1700, AI_SFX_PRIORITY_1, -1);
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimChase);
else
aiNewState(actor, &gillBeastChase);
}
break;
}
case kDudeZombieAxeNormal:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &zombieASearch);
else
{
if (Chance(0xa000))
{
switch (Random(3))
{
default:
case 0:
case 3:
aiPlay3DSound(actor, 1103, AI_SFX_PRIORITY_1, -1);
break;
case 1:
aiPlay3DSound(actor, 1104, AI_SFX_PRIORITY_1, -1);
break;
case 2:
aiPlay3DSound(actor, 1105, AI_SFX_PRIORITY_1, -1);
break;
}
}
aiNewState(actor, &zombieAChase);
}
break;
}
case kDudeZombieAxeBuried:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (pXSprite->aiState == &zombieEIdle) aiNewState(actor, &zombieEUp);
break;
}
case kDudeZombieAxeLaying:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (pXSprite->aiState == &zombieSIdle) aiNewState(actor, &zombie13AC2C);
break;
}
case kDudeZombieButcher:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &zombieFSearch);
else
{
if (Chance(0x4000))
aiPlay3DSound(actor, 1201, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(actor, 1200, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &zombieFChase);
}
break;
}
case kDudeBurningZombieAxe:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &zombieABurnSearch);
else
aiNewState(actor, &zombieABurnChase);
break;
case kDudeBurningZombieButcher:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &zombieFBurnSearch);
else
aiNewState(actor, &zombieFBurnChase);
break;
case kDudeGargoyleFlesh: {
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &gargoyleFSearch);
else
{
if (Chance(0x4000))
aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gargoyleFChase);
}
break;
}
case kDudeGargoyleStone:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &gargoyleFSearch);
else
{
if (Chance(0x4000))
aiPlay3DSound(actor, 1451, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(actor, 1450, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gargoyleFChase);
}
break;
}
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
#ifdef NOONE_EXTENSIONS
// play gargoyle statue breaking animation if data1 = 1.
if (gModernMap && pXSprite->data1 == 1)
{
if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &statueFBreakSEQ);
else aiNewState(actor, &statueSBreakSEQ);
}
else
{
if (Chance(0x4000)) aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
else aiNewState(actor, &gargoyleSMorph);
}
#else
if (Chance(0x4000)) aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
else aiNewState(actor, &gargoyleSMorph);
#endif
break;
case kDudeCerberusTwoHead:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &cerberusSearch);
else
{
aiPlay3DSound(actor, 2300, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &cerberusChase);
}
break;
case kDudeCerberusOneHead:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &cerberus2Search);
else
{
aiPlay3DSound(actor, 2300, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &cerberus2Chase);
}
break;
case kDudeHellHound:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &houndSearch);
else
{
aiPlay3DSound(actor, 1300, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &houndChase);
}
break;
case kDudeHand:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &handSearch);
else
{
aiPlay3DSound(actor, 1900, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &handChase);
}
break;
case kDudeRat:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &ratSearch);
else
{
aiPlay3DSound(actor, 2100, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &ratChase);
}
break;
case kDudeInnocent:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &innocentSearch);
else
{
if (pXSprite->health > 0)
aiPlay3DSound(actor, 7000 + Random(6), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &innocentChase);
}
break;
case kDudeTchernobog:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &tchernobogSearch);
else
{
aiPlay3DSound(actor, 2350 + Random(7), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &tchernobogChase);
}
break;
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
pSprite->flags |= 2;
pSprite->cstat &= ~8;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &spidSearch);
else
{
aiPlay3DSound(actor, 1800, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &spidChase);
}
break;
case kDudeSpiderMother:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
pSprite->flags |= 2;
pSprite->cstat &= ~8;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &spidSearch);
else
{
aiPlay3DSound(actor, 1853 + Random(1), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &spidChase);
}
break;
}
case kDudeTinyCaleb:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &tinycalebSearch);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &tinycalebSwimSearch);
break;
}
}
else
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &tinycalebChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &tinycalebSwimChase);
break;
}
}
break;
}
case kDudeBeast:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &beastSearch);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &beastSwimSearch);
break;
}
}
else
{
aiPlay3DSound(actor, 9009 + Random(2), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &beastChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &beastSwimChase);
break;
}
}
break;
}
case kDudePodGreen:
case kDudePodFire:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &podSearch);
else
{
if (pSprite->type == kDudePodFire)
aiPlay3DSound(actor, 2453, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(actor, 2473, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &podChase);
}
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
if (actor->GetTarget() == nullptr)
aiNewState(actor, &tentacleSearch);
else
{
aiPlay3DSound(actor, 2503, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &tentacleChase);
}
break;
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiSetTarget(DBloodActor* actor, int x, int y, int z)
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{
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auto pXSprite = &actor->x();
actor->SetTarget(nullptr);
pXSprite->targetX = x;
pXSprite->targetY = y;
pXSprite->targetZ = z;
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}
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void aiSetTarget(DBloodActor* actor, DBloodActor* target)
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{
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if (target == nullptr)
{
actor->SetTarget(nullptr);
return;
}
auto pXSprite = &actor->x();
spritetype* pTarget = &target->s();
if (pTarget->type >= kDudeBase && pTarget->type < kDudeMax)
{
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if (actor->GetOwner() != target)
{
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actor->SetTarget(target);
DUDEINFO* pDudeInfo = getDudeInfo(pTarget->type);
pXSprite->targetX = pTarget->x;
pXSprite->targetY = pTarget->y;
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pXSprite->targetZ = pTarget->z - ((pDudeInfo->eyeHeight * pTarget->yrepeat) << 2);
}
}
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}
//---------------------------------------------------------------------------
//
// todo: split up and put most of its content in tables.
//
//---------------------------------------------------------------------------
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int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage)
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{
auto pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
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if (!pXSprite->health)
return 0;
pXSprite->health = ClipLow(pXSprite->health - nDamage, 0);
actor->cumulDamage += nDamage;
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (source)
{
spritetype* pSource = &source->s();
if (pSprite == pSource) return 0;
else if (actor->GetTarget() == nullptr) // if no target, give the dude a target
{
aiSetTarget(actor, source);
aiActivateDude(actor);
}
else if (source != actor->GetTarget()) // if found a new target, retarget
{
int nThresh = nDamage;
if (pSprite->type == pSource->type)
nThresh *= pDudeInfo->changeTargetKin;
else
nThresh *= pDudeInfo->changeTarget;
if (Chance(nThresh))
{
aiSetTarget(actor, source);
aiActivateDude(actor);
}
}
#ifdef NOONE_EXTENSIONS
if (gModernMap) {
// for enemies in patrol mode
if (aiInPatrolState(pXSprite->aiState))
{
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aiPatrolStop(actor, source, pXSprite->dudeAmbush);
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PLAYER* pPlayer = getPlayerById(pSource->type);
if (!pPlayer) return nDamage;
if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
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if (readyForCrit(source, actor))
{
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
if (pXSprite->health > 0)
{
int fullHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : getDudeInfo(pSprite->type)->startHealth << 4;
if (((100 * pXSprite->health) / fullHp) <= 75)
{
actor->cumulDamage += nDamage << 4; // to be sure any enemy will play the recoil animation
RecoilDude(actor);
}
}
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DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->nPlayer + 1, actor->GetIndex());
}
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return nDamage;
}
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if (pSprite->type == kDudeModernCustomBurning)
{
if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
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playGenDudeSound(actor,kGenDudeSndBurning);
actor->dudeExtra.time = PlayClock + 360;
}
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if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
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if (spriteIsUnderwater(actor, false))
{
pSprite->type = kDudeModernCustom;
pXSprite->burnTime = 0;
pXSprite->health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before.
aiGenDudeNewState(actor, &genDudeGotoW);
}
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return nDamage;
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}
if (pSprite->type == kDudeModernCustom)
{
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
if (nDmgType == kDamageBurn)
{
if (pXSprite->health > (uint32_t)pDudeInfo->fleeHealth) return nDamage;
else if (pXSprite->txID <= 0 || getNextIncarnation(actor) == nullptr)
{
removeDudeStuff(actor);
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if (pExtra->weaponType == kGenDudeWeaponKamikaze)
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doExplosion(actor, pXSprite->data1 - kTrapExploder);
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if (spriteIsUnderwater(actor))
{
pXSprite->health = 0;
return nDamage;
}
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if (pXSprite->burnTime <= 0)
pXSprite->burnTime = 1200;
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if (pExtra->canBurn && pExtra->availDeaths[kDamageBurn] > 0) {
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aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
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playGenDudeSound(actor,kGenDudeSndBurning);
pSprite->type = kDudeModernCustomBurning;
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if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
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aiGenDudeNewState(actor, &genDudeBurnGoto);
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
actor->dudeExtra.time = PlayClock + 360;
evKillActor(actor, kCallbackFXFlameLick);
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}
}
else
{
actKillDude(actor, actor, kDamageFall, 65535);
}
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}
else if (canWalk(actor) && !inDodge(pXSprite->aiState) && !inRecoil(pXSprite->aiState))
{
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if (!dudeIsMelee(actor))
{
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if (inIdle(pXSprite->aiState) || Chance(getDodgeChance(actor)))
{
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if (!spriteIsUnderwater(actor))
{
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if (!canDuck(actor) || !dudeIsPlayingSeq(actor, 14)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
else aiGenDudeNewState(actor, &genDudeDodgeShortD);
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if (Chance(0x0200))
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playGenDudeSound(actor,kGenDudeSndGotHit);
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}
else if (dudeIsPlayingSeq(actor, 13))
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{
aiGenDudeNewState(actor, &genDudeDodgeShortW);
}
}
}
else if (Chance(0x0200))
{
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playGenDudeSound(actor,kGenDudeSndGotHit);
}
}
return nDamage;
}
}
#endif
if (nDmgType == kDamageTesla)
{
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
pDudeExtra->teslaHit = 1;
}
else if (!VanillaMode()) // reset tesla hit state if received different type of damage
{
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
pDudeExtra->teslaHit = 0;
}
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
if (nDmgType != kDamageBurn)
{
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if (!dudeIsPlayingSeq(actor, 14) && !pXSprite->medium)
aiNewState(actor, &cultistDodge);
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else if (dudeIsPlayingSeq(actor, 14) && !pXSprite->medium)
aiNewState(actor, &cultistProneDodge);
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else if (dudeIsPlayingSeq(actor, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
aiNewState(actor, &cultistSwimDodge);
}
else if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = kDudeBurningCultist;
aiNewState(actor, &cultistBurnGoto);
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aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(actor, 1031 + Random(2), AI_SFX_PRIORITY_2, -1);
actor->dudeExtra.time = PlayClock + 360;
actHealDude(actor, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeInnocent:
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = kDudeBurningInnocent;
aiNewState(actor, &cultistBurnGoto);
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aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
actor->dudeExtra.time = PlayClock + 360;
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeBurningCultist:
if (Chance(0x4000) && actor->dudeExtra.time < PlayClock)
{
aiPlay3DSound(actor, 1031 + Random(2), AI_SFX_PRIORITY_2, -1);
actor->dudeExtra.time = PlayClock + 360;
}
if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
{
pSprite->type = kDudeCultistTommy;
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
pXSprite->burnTime = 0;
aiNewState(actor, &cultistSwimGoto);
}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
{
pSprite->type = kDudeCultistShotgun;
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
pXSprite->burnTime = 0;
aiNewState(actor, &cultistSwimGoto);
}
break;
case kDudeGargoyleFlesh:
aiNewState(actor, &gargoyleFChase);
break;
case kDudeZombieButcher:
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) {
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aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
pSprite->type = kDudeBurningZombieButcher;
aiNewState(actor, &zombieFBurnGoto);
actHealDude(actor, dudeInfo[42].startHealth, dudeInfo[42].startHealth);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeTinyCaleb:
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
if (!cl_bloodvanillaenemies && !VanillaMode()) // fix burning sprite for tiny caleb
{
pSprite->type = kDudeBurningTinyCaleb;
aiNewState(actor, &tinycalebBurnGoto);
}
else
{
pSprite->type = kDudeBurningInnocent;
aiNewState(actor, &cultistBurnGoto);
}
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
actor->dudeExtra.time = PlayClock + 360;
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeCultistBeast:
if (pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
{
pSprite->type = kDudeBeast;
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aiPlay3DSound(actor, 9008, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &beastMorphFromCultist);
actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
}
break;
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
{
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aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
pSprite->type = kDudeBurningZombieAxe;
aiNewState(actor, &zombieABurnGoto);
actHealDude(actor, dudeInfo[41].startHealth, dudeInfo[41].startHealth);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
}
}
return nDamage;
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}
//---------------------------------------------------------------------------
//
// todo: split up and put most of its content in tables.
//
//---------------------------------------------------------------------------
void RecoilDude(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
uint8_t v4 = Chance(0x8000);
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
switch (pSprite->type)
{
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
{
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
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int rChance = getRecoilChance(actor);
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if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(actor, false))
{
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if (Chance(rChance << 3) || (dudeIsMelee(actor) && Chance(rChance << 4))) aiGenDudeNewState(actor, &genDudeRecoilTesla);
else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(actor, &genDudeRecoilL);
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else if (canWalk(actor))
{
if (Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeDodgeL);
else if (Chance(rChance >> 1)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
}
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}
else if (pExtra->canRecoil && Chance(rChance))
{
if (inDuck(pXSprite->aiState) && Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeRecoilD);
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else if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeRecoilW);
else aiGenDudeNewState(actor, &genDudeRecoilL);
}
int rState = inRecoil(pXSprite->aiState);
if (rState > 0)
{
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if (!canWalk(actor))
{
if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL;
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD;
else pXSprite->aiState->nextState = &genDudeChaseNoWalkW;
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}
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else if (!dudeIsMelee(actor) || Chance(rChance >> 2))
{
if (rState == 1) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL);
else if (rState == 2) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD);
else if (rState == 3) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW);
}
else if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseL;
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD;
else pXSprite->aiState->nextState = &genDudeChaseW;
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playGenDudeSound(actor,kGenDudeSndGotHit);
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}
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pDudeExtra->teslaHit = 0;
break;
}
#endif
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4013 + Random(2), AI_SFX_PRIORITY_2, -1);
else aiPlay3DSound(actor, 1013 + Random(2), AI_SFX_PRIORITY_2, -1);
if (!v4 && pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
else aiNewState(actor, &cultistRecoil);
}
else if (v4 && pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
else if (gGameOptions.nDifficulty > 0) aiNewState(actor, &cultistProneRecoil);
else aiNewState(actor, &cultistRecoil);
}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimRecoil);
else
{
if (pDudeExtra->teslaHit)
aiNewState(actor, &cultistTeslaRecoil);
else
aiNewState(actor, &cultistRecoil);
}
break;
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnGoto);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiGenDudeNewState(actor, &genDudeBurnGoto);
break;
#endif
case kDudeZombieButcher:
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit)
aiNewState(actor, &zombieFTeslaRecoil);
else
aiNewState(actor, &zombieFRecoil);
break;
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit && pXSprite->data3 > pDudeInfo->startHealth / 3)
aiNewState(actor, &zombieATeslaRecoil);
else if (pXSprite->data3 > pDudeInfo->startHealth / 3)
aiNewState(actor, &zombieARecoil2);
else
aiNewState(actor, &zombieARecoil);
break;
case kDudeBurningZombieAxe:
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &zombieABurnGoto);
break;
case kDudeBurningZombieButcher:
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &zombieFBurnGoto);
break;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
aiPlay3DSound(actor, 1402, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &gargoyleFRecoil);
break;
case kDudeCerberusTwoHead:
aiPlay3DSound(actor, 2302 + Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit && pXSprite->data3 > pDudeInfo->startHealth / 3)
aiNewState(actor, &cerberusTeslaRecoil);
else
aiNewState(actor, &cerberusRecoil);
break;
case kDudeCerberusOneHead:
aiPlay3DSound(actor, 2302 + Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &cerberus2Recoil);
break;
case kDudeHellHound:
aiPlay3DSound(actor, 1302, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit)
aiNewState(actor, &houndTeslaRecoil);
else
aiNewState(actor, &houndRecoil);
break;
case kDudeTchernobog:
aiPlay3DSound(actor, 2370 + Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &tchernobogRecoil);
break;
case kDudeHand:
aiPlay3DSound(actor, 1902, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &handRecoil);
break;
case kDudeRat:
aiPlay3DSound(actor, 2102, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &ratRecoil);
break;
case kDudeBat:
aiPlay3DSound(actor, 2002, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &batRecoil);
break;
case kDudeBoneEel:
aiPlay3DSound(actor, 1502, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &eelRecoil);
break;
case kDudeGillBeast: {
XSECTOR* pXSector = pSprite->sector()->hasX() ? &pSprite->sector()->xs() : nullptr;
aiPlay3DSound(actor, 1702, AI_SFX_PRIORITY_2, -1);
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimRecoil);
else
aiNewState(actor, &gillBeastRecoil);
break;
}
case kDudePhantasm:
aiPlay3DSound(actor, 1602, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit)
aiNewState(actor, &ghostTeslaRecoil);
else
aiNewState(actor, &ghostRecoil);
break;
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
aiPlay3DSound(actor, 1802 + Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &spidDodge);
break;
case kDudeSpiderMother:
aiPlay3DSound(actor, 1851 + Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &spidDodge);
break;
case kDudeInnocent:
aiPlay3DSound(actor, 7007 + Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit)
aiNewState(actor, &innocentTeslaRecoil);
else
aiNewState(actor, &innocentRecoil);
break;
case kDudeTinyCaleb:
if (pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit)
aiNewState(actor, &tinycalebTeslaRecoil);
else
aiNewState(actor, &tinycalebRecoil);
}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &tinycalebSwimRecoil);
else
{
if (pDudeExtra->teslaHit)
aiNewState(actor, &tinycalebTeslaRecoil);
else
aiNewState(actor, &tinycalebRecoil);
}
break;
case kDudeBeast:
aiPlay3DSound(actor, 9004 + Random(2), AI_SFX_PRIORITY_2, -1);
if (pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit)
aiNewState(actor, &beastTeslaRecoil);
else
aiNewState(actor, &beastRecoil);
}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &beastSwimRecoil);
else
{
if (pDudeExtra->teslaHit)
aiNewState(actor, &beastTeslaRecoil);
else
aiNewState(actor, &beastRecoil);
}
break;
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podRecoil);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleRecoil);
break;
default:
aiNewState(actor, &genRecoil);
break;
}
pDudeExtra->teslaHit = 0;
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiThinkTarget(DBloodActor* actor)
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{
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER* pPlayer = &gPlayer[p];
if (actor->GetOwner() == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x - pSprite->x;
int dy = y - pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, x, y, z);
aiActivateDude(actor);
return;
}
}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiLookForTarget(DBloodActor* actor)
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{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER* pPlayer = &gPlayer[p];
if (actor->GetOwner() == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x - pSprite->x;
int dy = y - pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, x, y, z);
aiActivateDude(actor);
return;
}
}
if (pXSprite->state)
{
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, nullptr, newSectCheckMethod);
BloodStatIterator it(kStatDude);
while (DBloodActor* actor2 = it.Next())
{
spritetype* pSprite2 = &actor2->s();
int dx = pSprite2->x - pSprite->x;
int dy = pSprite2->y - pSprite->y;
int nDist = approxDist(dx, dy);
if (pSprite2->type == kDudeInnocent)
{
DUDEINFO* pDudeInfo = getDudeInfo(pSprite2->type);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
aiSetTarget(actor, actor2);
aiActivateDude(actor);
return;
}
}
}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiProcessDudes(void)
{
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
{
auto pSprite = &actor->s();
if (pSprite->flags & 32) continue;
auto pXSprite = &actor->x();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (IsPlayerSprite(pSprite) || pXSprite->health == 0) continue;
pXSprite->stateTimer = ClipLow(pXSprite->stateTimer - 4, 0);
if (pXSprite->aiState)
{
if (pXSprite->aiState->moveFunc)
pXSprite->aiState->moveFunc(actor);
if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (actor->GetIndex() & 3))
pXSprite->aiState->thinkFunc(actor);
}
switch (pSprite->type) {
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning: {
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
if (pExtra->slaveCount > 0) updateTargetOfSlaves(actor);
if (pExtra->pLifeLeech != nullptr) updateTargetOfLeech(actor);
if (pXSprite->stateTimer == 0 && pXSprite->aiState && pXSprite->aiState->nextState
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&& (pXSprite->aiState->stateTicks > 0 || seqGetStatus(actor) < 0))
{
aiGenDudeNewState(actor, pXSprite->aiState->nextState);
}
int hinder = ((pExtra->isMelee) ? 25 : 5) << 4;
if (pXSprite->health <= 0 || hinder > actor->cumulDamage) break;
pXSprite->data3 = actor->cumulDamage;
RecoilDude(actor);
break;
}
#endif
default:
if (pXSprite->stateTimer == 0 && pXSprite->aiState && pXSprite->aiState->nextState) {
if (pXSprite->aiState->stateTicks > 0)
aiNewState(actor, pXSprite->aiState->nextState);
else if (seqGetStatus(actor) < 0)
aiNewState(actor, pXSprite->aiState->nextState);
}
if (pXSprite->health > 0 && ((pDudeInfo->hinderDamage << 4) <= actor->cumulDamage))
{
pXSprite->data3 = actor->cumulDamage;
RecoilDude(actor);
}
break;
}
}
it.Reset(kStatDude);
while (auto actor = it.Next())
{
actor->cumulDamage = 0;
}
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}
void aiInit(void)
{
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
{
aiInitSprite(actor);
}
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}
void aiInitSprite(DBloodActor* actor)
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{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
XSECTOR* pXSector = pSprite->sector()->hasX() ? &pSprite->sector()->xs() : nullptr;
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtra->teslaHit = 0;
pDudeExtra->time = 0;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
#ifdef NOONE_EXTENSIONS
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int stateTimer = -1;
int targetX = 0, targetY = 0, targetZ = 0;
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DBloodActor* pTargetMarker = nullptr;
// dude patrol init
if (gModernMap)
{
// must keep it in case of loading save
if (pXSprite->dudeFlag4 && actor->GetTarget() && actor->GetTarget()->s().type == kMarkerPath)
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{
stateTimer = pXSprite->stateTimer;
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pTargetMarker = actor->GetTarget();
targetX = pXSprite->targetX;
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targetY = pXSprite->targetY;
targetZ = pXSprite->targetZ;
}
}
#endif
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switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
{
pDudeExtraE->active = 0;
aiNewState(actor, &cultistIdle);
break;
}
case kDudeCultistTommyProne:
{
pDudeExtraE->active = 0;
aiNewState(actor, &fanaticProneIdle);
break;
}
case kDudeCultistShotgunProne:
{
pDudeExtraE->active = 0;
aiNewState(actor, &cultistProneIdle);
break;
}
case kDudeZombieButcher: {
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieFIdle);
break;
}
case kDudeZombieAxeNormal: {
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieAIdle);
break;
}
case kDudeZombieAxeLaying:
{
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieSIdle);
pSprite->flags &= ~1;
break;
}
case kDudeZombieAxeBuried: {
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieEIdle);
break;
}
case kDudeGargoyleFlesh:
case kDudeGargoyleStone: {
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &gargoyleFIdle);
break;
}
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
aiNewState(actor, &gargoyleStatueIdle);
break;
case kDudeCerberusTwoHead: {
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &cerberusIdle);
break;
}
case kDudeCerberusOneHead: {
if (!VanillaMode()) {
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &cerberus2Idle);
break;
}
aiNewState(actor, &genIdle);
break;
}
case kDudeHellHound:
aiNewState(actor, &houndIdle);
break;
case kDudeHand:
aiNewState(actor, &handIdle);
break;
case kDudePhantasm:
{
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &ghostIdle);
break;
}
case kDudeInnocent:
aiNewState(actor, &innocentIdle);
break;
case kDudeRat:
aiNewState(actor, &ratIdle);
break;
case kDudeBoneEel:
{
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &eelIdle);
break;
}
case kDudeGillBeast:
aiNewState(actor, &gillBeastIdle);
break;
case kDudeBat:
{
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &batIdle);
break;
}
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
{
pDudeExtraE->active = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &spidIdle);
break;
}
case kDudeSpiderMother:
{
pDudeExtraE->active = 0;
pDudeExtraE->birthCounter = 0;
aiNewState(actor, &spidIdle);
break;
}
case kDudeTchernobog:
{
pDudeExtraE->active = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &tchernobogIdle);
break;
}
case kDudeTinyCaleb:
aiNewState(actor, &tinycalebIdle);
break;
case kDudeBeast:
aiNewState(actor, &beastIdle);
break;
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podIdle);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleIdle);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning:
if (!gModernMap) break;
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aiGenDudeInitSprite(actor);
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genDudePrepare(actor, kGenDudePropertyAll);
break;
#endif
default:
aiNewState(actor, &genIdle);
break;
}
aiSetTarget(actor, 0, 0, 0);
pXSprite->stateTimer = 0;
switch (pSprite->type)
{
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
if (pSprite->cstat & 8) pSprite->flags |= 9;
else pSprite->flags = 15;
break;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudePhantasm:
case kDudeBoneEel:
case kDudeBat:
pSprite->flags |= 9;
break;
case kDudeGillBeast:
if (pXSector && pXSector->Underwater) pSprite->flags |= 9;
else pSprite->flags = 15;
break;
case kDudeZombieAxeBuried:
case kDudeZombieAxeLaying:
pSprite->flags = 7;
break;
#ifdef NOONE_EXTENSIONS
case kDudePodMother: // FakeDude type
if (gModernMap) break;
[[fallthrough]];
// Allow put pods and tentacles on ceilings if sprite is y-flipped.
case kDudePodGreen:
case kDudeTentacleGreen:
case kDudePodFire:
case kDudeTentacleFire:
case kDudeTentacleMother:
if (gModernMap && (pSprite->cstat & CSTAT_SPRITE_YFLIP)) {
if (!(pSprite->flags & kModernTypeFlag1)) // don't add autoaim for player if hitag 1 specified in editor.
pSprite->flags = kHitagAutoAim;
break;
}
[[fallthrough]];
// go default
#endif
default:
pSprite->flags = 15;
break;
}
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#ifdef NOONE_EXTENSIONS
if (gModernMap)
{
if (pXSprite->dudeFlag4)
{
// restore dude's path
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if (pTargetMarker)
{
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actor->SetTarget(pTargetMarker);
pXSprite->targetX = targetX;
pXSprite->targetY = targetY;
pXSprite->targetZ = targetZ;
}
// reset target spot progress
pXSprite->data3 = 0;
// make dude follow the markers
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bool uwater = spriteIsUnderwater(actor);
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if (actor->GetTarget() == nullptr || actor->GetTarget()->s().type != kMarkerPath)
{
actor->SetTarget(nullptr);
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aiPatrolSetMarker(actor);
}
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if (stateTimer > 0)
{
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
else if (pXSprite->unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolWaitC);
else aiPatrolState(actor, kAiStatePatrolWaitL);
pXSprite->stateTimer = stateTimer; // restore state timer
}
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else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW);
else if (pXSprite->unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolMoveC);
else aiPatrolState(actor, kAiStatePatrolMoveL);
}
}
#endif
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}
END_BLD_NS