//------------------------------------------------------------------------- /* 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! #include "build.h" #include "blood.h" BEGIN_BLD_NS static void gargThinkTarget(DBloodActor*); static void gargThinkSearch(DBloodActor*); static void gargThinkGoto(DBloodActor*); static void gargMoveDodgeUp(DBloodActor*); static void gargMoveDodgeDown(DBloodActor*); static void gargThinkChase(DBloodActor*); static void entryFStatue(DBloodActor*); static void entrySStatue(DBloodActor*); static void gargMoveForward(DBloodActor*); static void gargMoveSlow(DBloodActor*); static void gargMoveSwoop(DBloodActor*); static void gargMoveFly(DBloodActor*); static void playStatueBreakSnd(DBloodActor*); AISTATE gargoyleFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, gargThinkTarget, NULL }; AISTATE gargoyleStatueIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE gargoyleFChase = { kAiStateChase, 0, -1, 0, NULL, gargMoveForward, gargThinkChase, &gargoyleFIdle }; AISTATE gargoyleFGoto = { kAiStateMove, 0, -1, 600, NULL, gargMoveForward, gargThinkGoto, &gargoyleFIdle }; AISTATE gargoyleFSlash = { kAiStateChase, 6, nSlashFClient, 120, NULL, NULL, NULL, &gargoyleFChase }; AISTATE gargoyleFThrow = { kAiStateChase, 6, nThrowFClient, 120, NULL, NULL, NULL, &gargoyleFChase }; AISTATE gargoyleSThrow = { kAiStateChase, 6, nThrowSClient, 120, NULL, gargMoveForward, NULL, &gargoyleFChase }; AISTATE gargoyleSBlast = { kAiStateChase, 7, nBlastSClient, 60, NULL, gargMoveSlow, NULL, &gargoyleFChase }; AISTATE gargoyleFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gargoyleFChase }; AISTATE gargoyleFSearch = { kAiStateSearch, 0, -1, 120, NULL, gargMoveForward, gargThinkSearch, &gargoyleFIdle }; AISTATE gargoyleFMorph2 = { kAiStateOther, -1, -1, 0, entryFStatue, NULL, NULL, &gargoyleFIdle }; AISTATE gargoyleFMorph = { kAiStateOther, 6, -1, 0, NULL, NULL, NULL, &gargoyleFMorph2 }; AISTATE gargoyleSMorph2 = { kAiStateOther, -1, -1, 0, entrySStatue, NULL, NULL, &gargoyleFIdle }; AISTATE gargoyleSMorph = { kAiStateOther, 6, -1, 0, NULL, NULL, NULL, &gargoyleSMorph2 }; AISTATE gargoyleSwoop = { kAiStateOther, 0, -1, 120, NULL, gargMoveSwoop, gargThinkChase, &gargoyleFChase }; AISTATE gargoyleFly = { kAiStateMove, 0, -1, 120, NULL, gargMoveFly, gargThinkChase, &gargoyleFChase }; AISTATE gargoyleTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &gargoyleFChase }; AISTATE gargoyleDodgeUp = { kAiStateMove, 0, -1, 60, NULL, gargMoveDodgeUp, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeUp, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeUp, NULL, &gargoyleFChase }; AISTATE gargoyleDodgeDown = { kAiStateMove, 0, -1, 120, NULL, gargMoveDodgeDown, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeDown, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeDown, NULL, &gargoyleFChase }; AISTATE statueFBreakSEQ = { kAiStateOther, 5, -1, 0, entryFStatue, NULL, playStatueBreakSnd, &gargoyleFMorph2 }; AISTATE statueSBreakSEQ = { kAiStateOther, 5, -1, 0, entrySStatue, NULL, playStatueBreakSnd, &gargoyleSMorph2 }; static void playStatueBreakSnd(DBloodActor* actor) { aiPlay3DSound(actor, 313, AI_SFX_PRIORITY_1, -1); } void SlashFSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); double height2 = (pDudeInfoT->eyeHeight * target->spr.scale.Y); DVector3 vec(actor->spr.Angles.Yaw.ToVector() * 64, height - height2); actFireVector(actor, 0, 0, vec, kVectorGargSlash); double r1 = RandomF(50, 8); double r2 = RandomF(50, 8); actFireVector(actor, 0, 0, vec + DVector2(r1, r2), kVectorGargSlash); r1 = RandomF(50, 8); r2 = RandomF(50, 8); actFireVector(actor, 0, 0, vec + DVector2(r1, r2), kVectorGargSlash); } void ThrowFSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0., 0., actor->dudeSlope * 0.25 - 0.11444, kThingBone, 0xeeeee / 65536.); } void BlastSSeqCallback(int, DBloodActor* actor) { wrand(); // ??? if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); double height = (actor->spr.scale.Y * getDudeInfo(actor->spr.type)->eyeHeight); DVector3 pos(actor->spr.pos.XY(), height); DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { if (actor == actor2 || !(actor2->spr.flags & 8)) continue; auto pos2 = actor2->spr.pos; double nDist = (pos2 - pos).Length(); if (nDist == 0 || nDist > 0x280) continue; pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.Z += actor->dudeSlope * nDist; double tsr = nDist * 9.23828125; double top, bottom; GetActorExtents(actor2, &top, &bottom); if (tvec.Z - tsr > bottom || tvec.Z + tsr < top) continue; double nDist2 = (tvec - pos2).Length(); if (nDist2 < nClosest) { DAngle nAngle = (pos2.XY() - pos.XY()).Angle(); DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw); if (nDeltaAngle <= DAngle45) { double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z; if (cansee(pos, actor->sector(), pos2, actor2->sector())) { nClosest = nDist2; Aim.XY() = nAngle.ToVector(); Aim.Z = tz1 / nDist; // This does not make any sense... if (tz1 < -3.2 && tz1 > -48) Aim.Z += 0.5774; else if (tz1 <= -48) Aim.Z -= 0.45776; } else Aim.Z = tz1 / nDist; } } } // allow to fire missile in non-player targets if (target->IsPlayerActor() || gModernMap) { actFireMissile(actor, -7.5, 0, Aim, kMissileArcGargoyle); actFireMissile(actor, 7.5, 0, Aim, kMissileArcGargoyle); } } void ThrowSSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0., 0., actor->dudeSlope * 0.25 - 0.11444, kThingBone, Chance(0x6000) ? 19.2 : 17.066666); } static void gargThinkTarget(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10) pDudeExtraE->thinkTime++; else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { actor->xspr.goalAng += DAngle45; aiSetTarget(actor, actor->basePoint); aiNewState(actor, &gargoyleTurn); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->actor->spr.pos; auto dvect = ppos.XY() - actor->spr.pos; auto pSector = pPlayer->actor->sector(); double nDist = dvect.Length(); if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist()) continue; double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector())) continue; DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dvect.Angle()); if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->HearDist()) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, ppos); aiActivateDude(actor); } else continue; break; } } } static void gargThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiLookForTarget(actor); } static void gargThinkGoto(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &gargoyleFSearch); aiThinkTarget(actor); } static void gargMoveDodgeUp(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); AdjustVelocity(actor, ADJUSTER{ if (actor->xspr.dodgeDir > 0) t2 += FixedToFloat(pDudeInfo->sideSpeed); else t2 -= FixedToFloat(pDudeInfo->sideSpeed); }); actor->vel.Z = FixedToFloat(-0x1d555); } static void gargMoveDodgeDown(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); if (actor->xspr.dodgeDir == 0) return; AdjustVelocity(actor, ADJUSTER{ if (actor->xspr.dodgeDir > 0) t2 += FixedToFloat(pDudeInfo->sideSpeed); else t2 -= FixedToFloat(pDudeInfo->sideSpeed); }); actor->vel.Z = 4.26666; } static void gargThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &gargoyleFGoto); return; } ///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); DVector2 dxy = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle dxyAngle = dxy.Angle(); aiChooseDirection(actor, dxyAngle); if (target->xspr.health == 0) { aiNewState(actor, &gargoyleFSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &gargoyleFSearch); return; } double nDist = dxy.Length(); if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dxyAngle); double height = pDudeInfo->eyeHeight * actor->spr.scale.Y; // Should be dudeInfo[target->spr.type-kDudeBase] double height2 = pDudeInfo->eyeHeight * target->spr.scale.Y; double top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos); double floorDelta = floorZ - bottom; double heightDelta = height2 - height; bool angWithinRange = nDeltaAngle < DAngle15; switch (actor->spr.type) { case kDudeGargoyleFlesh: if (nDist < 0x180 && nDist > 0xc0 && angWithinRange) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 0), CLIPMASK1, 0); switch (hit) { case -1: sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleStone) { sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); } break; default: sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); break; } } else if (nDist < 0x40 && angWithinRange) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 0), CLIPMASK1, 0); switch (hit) { case -1: sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleStone) { sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); } break; default: sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); break; } } else if ((heightDelta > 32 || floorDelta > 32) && nDist < 0x140 && nDist > 0xa0) { aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &gargoyleSwoop); } else if ((heightDelta < 32 || floorDelta < 32) && angWithinRange) aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1); break; case kDudeGargoyleStone: if (nDist < 0x180 && nDist > 0xc0 && angWithinRange) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 0), CLIPMASK1, 0); switch (hit) { case -1: sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleFlesh) { sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); } break; default: sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); break; } } else if (nDist < 0x40 && angWithinRange) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 0), CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &gargoyleFSlash); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleFlesh) aiNewState(actor, &gargoyleFSlash); break; default: aiNewState(actor, &gargoyleFSlash); break; } } else if ((heightDelta > 32 || floorDelta > 32) && nDist < 0x140 && nDist > 0x80) { if (actor->spr.type == kDudeGargoyleFlesh) aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(actor, 1450, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &gargoyleSwoop); } else if ((heightDelta < 32 || floorDelta < 32) && angWithinRange) aiPlay3DSound(actor, 1450, AI_SFX_PRIORITY_1, -1); break; } } return; } else { aiNewState(actor, &gargoyleFly); return; } } aiNewState(actor, &gargoyleFGoto); actor->SetTarget(nullptr); } static void entryFStatue(DBloodActor* actor) { DUDEINFO* pDudeInfo = &dudeInfo[6]; actHealDude(actor, pDudeInfo->startHealth, pDudeInfo->startHealth); actor->spr.type = kDudeGargoyleFlesh; } static void entrySStatue(DBloodActor* actor) { DUDEINFO* pDudeInfo = &dudeInfo[7]; actHealDude(actor, pDudeInfo->startHealth, pDudeInfo->startHealth); actor->spr.type = kDudeGargoyleStone; } static void gargMoveForward(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) actor->spr.Angles.Yaw += DAngle45; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if ((unsigned int)Random(64) < 32 && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel * 0.5; }); } static void gargMoveSlow(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x600) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; t2 *= 0.5; }); switch (actor->spr.type) { case kDudeGargoyleFlesh: actor->vel.Z = 4.26666; break; case kDudeGargoyleStone: actor->vel.Z = FixedToFloat(0x35555); break; } } static void gargMoveSwoop(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x600) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudeGargoyleFlesh: actor->vel.Z = t1; break; case kDudeGargoyleStone: actor->vel.Z = t1; break; } }); } static void gargMoveFly(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.Angles.Yaw += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x4000) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudeGargoyleFlesh: actor->vel.Z = -t1; break; case kDudeGargoyleStone: actor->vel.Z = -t1; break; } }); } END_BLD_NS