mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-22 20:21:13 +00:00
move the template states to nnextcdud.cpp
This commit is contained in:
parent
783bdce27a
commit
dc846ca27b
6 changed files with 137 additions and 135 deletions
|
@ -466,3 +466,4 @@ xx(genPatrolState_46)
|
|||
xx(genPatrolState_47)
|
||||
xx(genPatrolState_48)
|
||||
xx(genPatrolState_49)
|
||||
xx(cdudeDeath)
|
||||
|
|
|
@ -41,7 +41,7 @@ struct AISTATES {
|
|||
AISTATES* nextState;
|
||||
};
|
||||
|
||||
struct AISTATE {
|
||||
struct AISTATE_TPL {
|
||||
int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else.
|
||||
int seqId;
|
||||
VMNativeFunction** funcId;
|
||||
|
@ -50,7 +50,7 @@ struct AISTATE {
|
|||
VMNativeFunction** moveFunc;
|
||||
VMNativeFunction** thinkFunc;
|
||||
|
||||
AISTATE *nextState;
|
||||
AISTATE_TPL *nextState;
|
||||
};
|
||||
|
||||
enum AI_SFX_PRIORITY {
|
||||
|
|
|
@ -77,134 +77,6 @@ DBloodActor* (*gWeaponShotFunc[])(DCustomDude* pDude, CUSTOMDUDE_WEAPON* pWeap,
|
|||
weaponShotSpecialBeastStomp,
|
||||
};
|
||||
|
||||
static AISTATE gCdudeStateDeath = { kAiStateOther, -1, nullptr, 0, &AF(enterDeath), nullptr, nullptr, nullptr }; // just turns dude to a gib
|
||||
|
||||
// Land, Crouch, Swim (proper order matters!)
|
||||
AISTATE gCdudeStateTemplate[kCdudeStateNormalMax][kCdudePostureMax] =
|
||||
{
|
||||
// idle (don't change pos or patrol gets broken!)
|
||||
{
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
|
||||
},
|
||||
|
||||
// search (don't change pos or patrol gets broken!)
|
||||
{
|
||||
{ kAiStateSearch, SEQOFFS(9), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureL] },
|
||||
{ kAiStateSearch, SEQOFFS(14), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureC] },
|
||||
{ kAiStateSearch, SEQOFFS(13), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// dodge
|
||||
{
|
||||
{ kAiStateMove, SEQOFFS(9), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
|
||||
{ kAiStateMove, SEQOFFS(14), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
|
||||
{ kAiStateMove, SEQOFFS(13), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// chase
|
||||
{
|
||||
{ kAiStateChase, SEQOFFS(9), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
|
||||
{ kAiStateChase, SEQOFFS(14), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
|
||||
{ kAiStateChase, SEQOFFS(13), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
|
||||
},
|
||||
|
||||
// flee
|
||||
{
|
||||
{ kAiStateMove, SEQOFFS(9), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
|
||||
{ kAiStateMove, SEQOFFS(14), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
|
||||
{ kAiStateMove, SEQOFFS(13), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// recoil normal
|
||||
{
|
||||
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
|
||||
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
|
||||
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// recoil tesla
|
||||
{
|
||||
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
|
||||
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
|
||||
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// burn search
|
||||
{
|
||||
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureL]},
|
||||
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureC] },
|
||||
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// morph (put thinkFunc in moveFunc because it supposed to work fast)
|
||||
{
|
||||
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
|
||||
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
|
||||
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
|
||||
},
|
||||
|
||||
// knock enter
|
||||
{
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureL] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureC] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// knock
|
||||
{
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureL] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureC] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// knock exit
|
||||
{
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// sleep
|
||||
{
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
|
||||
},
|
||||
|
||||
// wake
|
||||
{
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// generic idle (ai fight compat.)
|
||||
{
|
||||
{ kAiStateGenIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
|
||||
{ kAiStateGenIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
|
||||
{ kAiStateGenIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
|
||||
},
|
||||
};
|
||||
|
||||
// Land, Crouch, Swim
|
||||
AISTATE gCdudeStateAttackTemplate[kCdudePostureMax] =
|
||||
{
|
||||
// attack (put thinkFunc in moveFunc because it supposed to work fast)
|
||||
{ kAiStateAttack, SEQOFFS(6), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureL] },
|
||||
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureC] },
|
||||
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureW] },
|
||||
};
|
||||
|
||||
// Random pick
|
||||
AISTATE gCdudeStateDyingTemplate[kCdudePostureMax] =
|
||||
{
|
||||
// dying
|
||||
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), &gCdudeStateDeath },
|
||||
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), &gCdudeStateDeath },
|
||||
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), &gCdudeStateDeath },
|
||||
};
|
||||
|
||||
// for kModernThingThrowableRock
|
||||
static const short gCdudeDebrisPics[6] =
|
||||
|
|
|
@ -30,9 +30,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "nnextcdud.h"
|
||||
|
||||
BEGIN_BLD_NS
|
||||
extern AISTATE gCdudeStateTemplate[kCdudeStateNormalMax][kCdudePostureMax];
|
||||
extern AISTATE gCdudeStateAttackTemplate[kCdudePostureMax];
|
||||
extern AISTATE gCdudeStateDyingTemplate[kCdudePostureMax];
|
||||
void cdudeDoExplosion(DCustomDude* pDude);
|
||||
END_BLD_NS
|
||||
#endif
|
|
@ -392,6 +392,134 @@ VMNativeFunction** const gCdudeCustomCallback[] =
|
|||
&AF(fxPodBloodSpray), // 10
|
||||
};
|
||||
|
||||
|
||||
// Land, Crouch, Swim (proper order matters!)
|
||||
AISTATE_TPL gCdudeStateTemplate[kCdudeStateNormalMax][kCdudePostureMax] =
|
||||
{
|
||||
// idle (don't change pos or patrol gets broken!)
|
||||
{
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
|
||||
},
|
||||
|
||||
// search (don't change pos or patrol gets broken!)
|
||||
{
|
||||
{ kAiStateSearch, SEQOFFS(9), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureL] },
|
||||
{ kAiStateSearch, SEQOFFS(14), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureC] },
|
||||
{ kAiStateSearch, SEQOFFS(13), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// dodge
|
||||
{
|
||||
{ kAiStateMove, SEQOFFS(9), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
|
||||
{ kAiStateMove, SEQOFFS(14), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
|
||||
{ kAiStateMove, SEQOFFS(13), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// chase
|
||||
{
|
||||
{ kAiStateChase, SEQOFFS(9), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
|
||||
{ kAiStateChase, SEQOFFS(14), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
|
||||
{ kAiStateChase, SEQOFFS(13), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
|
||||
},
|
||||
|
||||
// flee
|
||||
{
|
||||
{ kAiStateMove, SEQOFFS(9), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
|
||||
{ kAiStateMove, SEQOFFS(14), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
|
||||
{ kAiStateMove, SEQOFFS(13), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// recoil normal
|
||||
{
|
||||
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
|
||||
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
|
||||
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// recoil tesla
|
||||
{
|
||||
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
|
||||
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
|
||||
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// burn search
|
||||
{
|
||||
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureL]},
|
||||
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureC] },
|
||||
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// morph (put thinkFunc in moveFunc because it supposed to work fast)
|
||||
{
|
||||
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
|
||||
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
|
||||
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
|
||||
},
|
||||
|
||||
// knock enter
|
||||
{
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureL] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureC] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// knock
|
||||
{
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureL] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureC] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// knock exit
|
||||
{
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
|
||||
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// sleep
|
||||
{
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
|
||||
},
|
||||
|
||||
// wake
|
||||
{
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
|
||||
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
|
||||
},
|
||||
|
||||
// generic idle (ai fight compat.)
|
||||
{
|
||||
{ kAiStateGenIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
|
||||
{ kAiStateGenIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
|
||||
{ kAiStateGenIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
|
||||
},
|
||||
};
|
||||
|
||||
// Land, Crouch, Swim
|
||||
AISTATE_TPL gCdudeStateAttackTemplate[kCdudePostureMax] =
|
||||
{
|
||||
// attack (put thinkFunc in moveFunc because it supposed to work fast)
|
||||
{ kAiStateAttack, SEQOFFS(6), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureL] },
|
||||
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureC] },
|
||||
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureW] },
|
||||
};
|
||||
|
||||
// Random pick
|
||||
AISTATE_TPL gCdudeStateDyingTemplate[kCdudePostureMax] =
|
||||
{
|
||||
// dying
|
||||
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), nullptr },
|
||||
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), nullptr },
|
||||
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), nullptr },
|
||||
};
|
||||
|
||||
static bool CheckProximity(DBloodActor* pSpr1, DBloodActor* pSpr2, int nDist) = delete; // make this error out for refactoring
|
||||
|
||||
static bool CheckProximity(DBloodActor* pSpr1, DBloodActor* pSpr2, double nDist)
|
||||
|
@ -1543,7 +1671,7 @@ void CUSTOMDUDE_SETUP::Setup(DBloodActor* pSpr)
|
|||
setup.DoSetup(pSpr);
|
||||
}
|
||||
|
||||
static void Copy(AISTATES* to, AISTATE* from)
|
||||
static void Copy(AISTATES* to, AISTATE_TPL* from)
|
||||
{
|
||||
to->name = NAME_None; // needs special handling
|
||||
to->stateType = from->stateType;
|
||||
|
@ -1558,7 +1686,7 @@ static void Copy(AISTATES* to, AISTATE* from)
|
|||
|
||||
void CUSTOMDUDE_SETUP::DoSetup(DBloodActor* pSpr)
|
||||
{
|
||||
AISTATE* pModel;
|
||||
AISTATE_TPL* pModel;
|
||||
AISTATES* pState;
|
||||
int nStateType, nPosture;
|
||||
int i, j;
|
||||
|
@ -1609,12 +1737,14 @@ void CUSTOMDUDE_SETUP::DoSetup(DBloodActor* pSpr)
|
|||
|
||||
// copy dying states
|
||||
pModel = gCdudeStateDyingTemplate;
|
||||
AISTATES* nextState = FindState(NAME_cdudeDeath);
|
||||
for (i = kCdudeStateDeathBase; i < kCdudeStateDeathMax; i++)
|
||||
{
|
||||
for (j = 0; j < kCdudePostureMax; j++)
|
||||
{
|
||||
pState = &pDude->states[i][j];
|
||||
Copy(pState, pModel);
|
||||
pState->nextState = nextState;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -386,5 +386,7 @@ extend class BloodActor
|
|||
AIState "genPatrolState_47", "+10", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none";
|
||||
AIState "genPatrolState_48", "+9", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none";
|
||||
AIState "genPatrolState_49", "+4", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none";
|
||||
AISTATE "cdudeDeath", "+-1", kAiStateOther, 0, null, enterDeath, null, null, null;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue