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1399 lines
43 KiB
C++
1399 lines
43 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "ai.h"
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#include "pal.h"
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#include "sprite.h"
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#include "misc.h"
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BEGIN_SW_NS
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DECISION Ripper2Battle[] =
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{
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{879, &AF(InitRipper2Charge)},
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{883, &AF(InitActorSetDecide)},
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{900, &AF(InitRipper2Hang)},
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{1024, &AF(InitActorAttack)}
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};
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DECISION Ripper2Offense[] =
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{
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{789, &AF(InitActorMoveCloser)},
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{790, &AF(InitActorSetDecide)},
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{800, &AF(InitRipper2Hang)},
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{1024, &AF(InitActorAttack)}
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};
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DECISIONB Ripper2Broadcast[] =
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{
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{3, attr_ambient},
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{1024, 0}
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};
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DECISION Ripper2Surprised[] =
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{
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{40, &AF(InitRipper2Hang)},
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{701, &AF(InitActorMoveCloser)},
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{1024, &AF(InitActorDecide)}
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};
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DECISION Ripper2Evasive[] =
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{
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{10, &AF(InitActorMoveCloser)},
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{1024, &AF(InitRipper2Charge)}
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};
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DECISION Ripper2LostTarget[] =
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{
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{900, &AF(InitActorFindPlayer)},
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{1024, &AF(InitActorWanderAround)}
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};
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DECISION Ripper2CloseRange[] =
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{
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{1024, &AF(InitActorAttack) }
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};
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PERSONALITY Ripper2Personality =
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{
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Ripper2Battle,
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Ripper2Offense,
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Ripper2Broadcast,
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Ripper2Surprised,
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Ripper2Evasive,
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Ripper2LostTarget,
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Ripper2CloseRange,
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Ripper2CloseRange
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};
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ATTRIBUTE Ripper2Attrib =
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{
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{100, 120, 300, 380}, // Speeds
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{5, 0, -2, -4}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_RIPPER2AMBIENT, DIGI_RIPPER2ALERT, DIGI_RIPPER2ATTACK,
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DIGI_RIPPER2PAIN, DIGI_RIPPER2SCREAM, DIGI_RIPPER2HEARTOUT,
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0,0,0,0
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}
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};
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//////////////////////
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//
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// RIPPER2 RUN
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//
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//////////////////////
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#define RIPPER2_RUN_RATE 16
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STATE s_Ripper2Run[5][4] =
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{
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{
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{RIPPER2_RUN_R0 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[0][1]},
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{RIPPER2_RUN_R0 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[0][2]},
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{RIPPER2_RUN_R0 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[0][3]},
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{RIPPER2_RUN_R0 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[0][0]},
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},
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{
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{RIPPER2_RUN_R1 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[1][1]},
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{RIPPER2_RUN_R1 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[1][2]},
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{RIPPER2_RUN_R1 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[1][3]},
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{RIPPER2_RUN_R1 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[1][0]},
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},
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{
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{RIPPER2_RUN_R2 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[2][1]},
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{RIPPER2_RUN_R2 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[2][2]},
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{RIPPER2_RUN_R2 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[2][3]},
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{RIPPER2_RUN_R2 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[2][0]},
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},
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{
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{RIPPER2_RUN_R3 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[3][1]},
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{RIPPER2_RUN_R3 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[3][2]},
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{RIPPER2_RUN_R3 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[3][3]},
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{RIPPER2_RUN_R3 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[3][0]},
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},
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{
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{RIPPER2_RUN_R4 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[4][1]},
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{RIPPER2_RUN_R4 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[4][2]},
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{RIPPER2_RUN_R4 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[4][3]},
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{RIPPER2_RUN_R4 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2Run[4][0]},
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}
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};
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STATE* sg_Ripper2Run[] =
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{
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&s_Ripper2Run[0][0],
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&s_Ripper2Run[1][0],
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&s_Ripper2Run[2][0],
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&s_Ripper2Run[3][0],
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&s_Ripper2Run[4][0]
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};
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//////////////////////
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//
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// RIPPER2 RUNFAST
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//
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//////////////////////
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#define RIPPER2_RUNFAST_RATE 14
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STATE s_Ripper2RunFast[5][4] =
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{
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{
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{RIPPER2_RUNFAST_R0 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[0][1]},
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{RIPPER2_RUNFAST_R0 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[0][2]},
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{RIPPER2_RUNFAST_R0 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[0][3]},
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{RIPPER2_RUNFAST_R0 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[0][0]},
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},
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{
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{RIPPER2_RUNFAST_R1 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[1][1]},
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{RIPPER2_RUNFAST_R1 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[1][2]},
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{RIPPER2_RUNFAST_R1 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[1][3]},
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{RIPPER2_RUNFAST_R1 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[1][0]},
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},
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{
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{RIPPER2_RUNFAST_R2 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[2][1]},
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{RIPPER2_RUNFAST_R2 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[2][2]},
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{RIPPER2_RUNFAST_R2 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[2][3]},
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{RIPPER2_RUNFAST_R2 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[2][0]},
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},
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{
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{RIPPER2_RUNFAST_R3 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[3][1]},
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{RIPPER2_RUNFAST_R3 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[3][2]},
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{RIPPER2_RUNFAST_R3 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[3][3]},
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{RIPPER2_RUNFAST_R3 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[3][0]},
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},
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{
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{RIPPER2_RUNFAST_R4 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[4][1]},
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{RIPPER2_RUNFAST_R4 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[4][2]},
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{RIPPER2_RUNFAST_R4 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[4][3]},
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{RIPPER2_RUNFAST_R4 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, &AF(DoRipper2Move), &s_Ripper2RunFast[4][0]},
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}
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};
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STATE* sg_Ripper2RunFast[] =
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{
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&s_Ripper2RunFast[0][0],
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&s_Ripper2RunFast[1][0],
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&s_Ripper2RunFast[2][0],
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&s_Ripper2RunFast[3][0],
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&s_Ripper2RunFast[4][0]
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};
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//////////////////////
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//
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// RIPPER2 STAND
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//
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//////////////////////
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#define RIPPER2_STAND_RATE 12
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STATE s_Ripper2Stand[5][1] =
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{
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{
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{RIPPER2_STAND_R0 + 0, RIPPER2_STAND_RATE, &AF(DoRipper2Move), &s_Ripper2Stand[0][0]},
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},
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{
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{RIPPER2_STAND_R1 + 0, RIPPER2_STAND_RATE, &AF(DoRipper2Move), &s_Ripper2Stand[1][0]},
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},
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{
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{RIPPER2_STAND_R2 + 0, RIPPER2_STAND_RATE, &AF(DoRipper2Move), &s_Ripper2Stand[2][0]},
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},
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{
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{RIPPER2_STAND_R3 + 0, RIPPER2_STAND_RATE, &AF(DoRipper2Move), &s_Ripper2Stand[3][0]},
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},
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{
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{RIPPER2_STAND_R4 + 0, RIPPER2_STAND_RATE, &AF(DoRipper2Move), &s_Ripper2Stand[4][0]},
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},
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};
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STATE* sg_Ripper2Stand[] =
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{
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s_Ripper2Stand[0],
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s_Ripper2Stand[1],
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s_Ripper2Stand[2],
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s_Ripper2Stand[3],
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s_Ripper2Stand[4]
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};
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//////////////////////
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//
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// RIPPER2 SWIPE
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//
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//////////////////////
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#define RIPPER2_SWIPE_RATE 14
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STATE s_Ripper2Swipe[5][8] =
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{
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{
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{RIPPER2_SWIPE_R0 + 0, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[0][1]},
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{RIPPER2_SWIPE_R0 + 1, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[0][2]},
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{RIPPER2_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[0][3]},
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{RIPPER2_SWIPE_R0 + 2, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[0][4]},
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{RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[0][5]},
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{RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[0][6]},
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{RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Swipe[0][7]},
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{RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, &AF(DoRipper2Move), &s_Ripper2Swipe[0][7]},
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},
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{
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{RIPPER2_SWIPE_R1 + 0, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[1][1]},
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{RIPPER2_SWIPE_R1 + 1, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[1][2]},
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{RIPPER2_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[1][3]},
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{RIPPER2_SWIPE_R1 + 2, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[1][4]},
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{RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[1][5]},
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{RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[1][6]},
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{RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Swipe[1][7]},
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{RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, &AF(DoRipper2Move), &s_Ripper2Swipe[1][7]},
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},
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{
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{RIPPER2_SWIPE_R2 + 0, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[2][1]},
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{RIPPER2_SWIPE_R2 + 1, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[2][2]},
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{RIPPER2_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[2][3]},
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{RIPPER2_SWIPE_R2 + 2, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[2][4]},
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{RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[2][5]},
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{RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[2][6]},
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{RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Swipe[2][7]},
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{RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, &AF(DoRipper2Move), &s_Ripper2Swipe[2][7]},
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},
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{
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{RIPPER2_SWIPE_R3 + 0, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[3][1]},
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{RIPPER2_SWIPE_R3 + 1, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[3][2]},
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{RIPPER2_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[3][3]},
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{RIPPER2_SWIPE_R3 + 2, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[3][4]},
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{RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[3][5]},
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{RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[3][6]},
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{RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Swipe[3][7]},
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{RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, &AF(DoRipper2Move), &s_Ripper2Swipe[3][7]},
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},
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{
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{RIPPER2_SWIPE_R4 + 0, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[4][1]},
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{RIPPER2_SWIPE_R4 + 1, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[4][2]},
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{RIPPER2_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[4][3]},
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{RIPPER2_SWIPE_R4 + 2, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[4][4]},
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{RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, &AF(NullRipper2), &s_Ripper2Swipe[4][5]},
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{RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, &AF(InitRipperSlash), &s_Ripper2Swipe[4][6]},
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{RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Swipe[4][7]},
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{RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, &AF(DoRipper2Move), &s_Ripper2Swipe[4][7]},
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}
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};
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STATE* sg_Ripper2Swipe[] =
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{
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&s_Ripper2Swipe[0][0],
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&s_Ripper2Swipe[1][0],
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&s_Ripper2Swipe[2][0],
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&s_Ripper2Swipe[3][0],
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&s_Ripper2Swipe[4][0]
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};
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//////////////////////
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//
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// RIPPER2 KONG
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//
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//////////////////////
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#define RIPPER2_MEKONG_RATE 18
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STATE s_Ripper2Kong[5][7] =
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{
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{
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{RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[0][1]},
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|
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, &AF(ChestRipper2), &s_Ripper2Kong[0][2]},
|
|
{RIPPER2_MEKONG_R0 + 1, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[0][3]},
|
|
{RIPPER2_MEKONG_R0 + 2, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[0][4]},
|
|
{RIPPER2_MEKONG_R0 + 3, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[0][5]},
|
|
{RIPPER2_MEKONG_R0 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Kong[0][6]},
|
|
{RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, &AF(DoRipper2Move), &s_Ripper2Kong[0][6]},
|
|
},
|
|
{
|
|
{RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[1][1]},
|
|
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, &AF(ChestRipper2), &s_Ripper2Kong[1][2]},
|
|
{RIPPER2_MEKONG_R1 + 1, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[1][3]},
|
|
{RIPPER2_MEKONG_R1 + 2, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[1][4]},
|
|
{RIPPER2_MEKONG_R1 + 3, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[1][5]},
|
|
{RIPPER2_MEKONG_R1 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Kong[1][6]},
|
|
{RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, &AF(DoRipper2Move), &s_Ripper2Kong[1][6]},
|
|
},
|
|
{
|
|
{RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[2][1]},
|
|
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, &AF(ChestRipper2), &s_Ripper2Kong[2][2]},
|
|
{RIPPER2_MEKONG_R2 + 1, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[2][3]},
|
|
{RIPPER2_MEKONG_R2 + 2, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[2][4]},
|
|
{RIPPER2_MEKONG_R2 + 3, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[2][5]},
|
|
{RIPPER2_MEKONG_R2 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Kong[2][6]},
|
|
{RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, &AF(DoRipper2Move), &s_Ripper2Kong[2][6]},
|
|
},
|
|
{
|
|
{RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[3][1]},
|
|
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, &AF(ChestRipper2), &s_Ripper2Kong[3][2]},
|
|
{RIPPER2_MEKONG_R3 + 1, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[3][3]},
|
|
{RIPPER2_MEKONG_R3 + 2, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[3][4]},
|
|
{RIPPER2_MEKONG_R3 + 3, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[3][5]},
|
|
{RIPPER2_MEKONG_R3 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Kong[3][6]},
|
|
{RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, &AF(DoRipper2Move), &s_Ripper2Kong[3][6]},
|
|
},
|
|
{
|
|
{RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[4][1]},
|
|
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, &AF(ChestRipper2), &s_Ripper2Kong[4][2]},
|
|
{RIPPER2_MEKONG_R4 + 1, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[4][3]},
|
|
{RIPPER2_MEKONG_R4 + 2, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[4][4]},
|
|
{RIPPER2_MEKONG_R4 + 3, RIPPER2_MEKONG_RATE, &AF(NullRipper2), &s_Ripper2Kong[4][5]},
|
|
{RIPPER2_MEKONG_R4 + 3, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_Ripper2Kong[4][6]},
|
|
{RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, &AF(DoRipper2Move), &s_Ripper2Kong[4][6]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2Kong[] =
|
|
{
|
|
&s_Ripper2Kong[0][0],
|
|
&s_Ripper2Kong[1][0],
|
|
&s_Ripper2Kong[2][0],
|
|
&s_Ripper2Kong[3][0],
|
|
&s_Ripper2Kong[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 HEART - show players heart
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_HEART_RATE 20
|
|
|
|
STATE s_Ripper2Heart[5][4] =
|
|
{
|
|
{
|
|
{RIPPER2_HEART_R0 + 0, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[0][1]},
|
|
{RIPPER2_HEART_R0 + 1, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[0][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HEART_R1 + 0, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[1][1]},
|
|
{RIPPER2_HEART_R1 + 1, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[1][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HEART_R2 + 0, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[2][1]},
|
|
{RIPPER2_HEART_R2 + 1, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[2][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HEART_R3 + 0, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[3][1]},
|
|
{RIPPER2_HEART_R3 + 1, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[3][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HEART_R4 + 0, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[4][1]},
|
|
{RIPPER2_HEART_R4 + 1, RIPPER2_HEART_RATE, &AF(DoRipper2StandHeart), &s_Ripper2Heart[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2Heart[] =
|
|
{
|
|
&s_Ripper2Heart[0][0],
|
|
&s_Ripper2Heart[1][0],
|
|
&s_Ripper2Heart[2][0],
|
|
&s_Ripper2Heart[3][0],
|
|
&s_Ripper2Heart[4][0]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 HANG
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_HANG_RATE 14
|
|
|
|
STATE s_Ripper2Hang[5][4] =
|
|
{
|
|
{
|
|
{RIPPER2_HANG_R0, RIPPER2_HANG_RATE, &AF(DoRipper2Hang), &s_Ripper2Hang[0][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HANG_R1, RIPPER2_HANG_RATE, &AF(DoRipper2Hang), &s_Ripper2Hang[1][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HANG_R2, RIPPER2_HANG_RATE, &AF(DoRipper2Hang), &s_Ripper2Hang[2][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HANG_R3, RIPPER2_HANG_RATE, &AF(DoRipper2Hang), &s_Ripper2Hang[3][0]},
|
|
},
|
|
{
|
|
{RIPPER2_HANG_R4, RIPPER2_HANG_RATE, &AF(DoRipper2Hang), &s_Ripper2Hang[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2Hang[] =
|
|
{
|
|
&s_Ripper2Hang[0][0],
|
|
&s_Ripper2Hang[1][0],
|
|
&s_Ripper2Hang[2][0],
|
|
&s_Ripper2Hang[3][0],
|
|
&s_Ripper2Hang[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 PAIN
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_PAIN_RATE 38
|
|
|
|
STATE s_Ripper2Pain[5][1] =
|
|
{
|
|
{
|
|
{4414 + 0, RIPPER2_PAIN_RATE, &AF(DoRipper2Pain), &s_Ripper2Pain[0][0]},
|
|
},
|
|
{
|
|
{4414 + 0, RIPPER2_PAIN_RATE, &AF(DoRipper2Pain), &s_Ripper2Pain[1][0]},
|
|
},
|
|
{
|
|
{4414 + 0, RIPPER2_PAIN_RATE, &AF(DoRipper2Pain), &s_Ripper2Pain[2][0]},
|
|
},
|
|
{
|
|
{4414 + 0, RIPPER2_PAIN_RATE, &AF(DoRipper2Pain), &s_Ripper2Pain[3][0]},
|
|
},
|
|
{
|
|
{4414 + 0, RIPPER2_PAIN_RATE, &AF(DoRipper2Pain), &s_Ripper2Pain[4][0]},
|
|
}
|
|
};
|
|
|
|
STATE* sg_Ripper2Pain[] =
|
|
{
|
|
&s_Ripper2Pain[0][0],
|
|
&s_Ripper2Pain[1][0],
|
|
&s_Ripper2Pain[2][0],
|
|
&s_Ripper2Pain[3][0],
|
|
&s_Ripper2Pain[4][0]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 JUMP
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_JUMP_RATE 25
|
|
|
|
STATE s_Ripper2Jump[5][6] =
|
|
{
|
|
{
|
|
{RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_RATE, &AF(NullRipper2), &s_Ripper2Jump[0][1]},
|
|
{RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Jump[0][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_RATE, &AF(NullRipper2), &s_Ripper2Jump[1][1]},
|
|
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Jump[1][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_RATE, &AF(NullRipper2), &s_Ripper2Jump[2][1]},
|
|
{RIPPER2_JUMP_R2 + 1, RIPPER2_JUMP_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Jump[2][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_RATE, &AF(NullRipper2), &s_Ripper2Jump[3][1]},
|
|
{RIPPER2_JUMP_R3 + 1, RIPPER2_JUMP_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Jump[3][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_RATE, &AF(NullRipper2), &s_Ripper2Jump[4][1]},
|
|
{RIPPER2_JUMP_R4 + 1, RIPPER2_JUMP_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Jump[4][1]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2Jump[] =
|
|
{
|
|
&s_Ripper2Jump[0][0],
|
|
&s_Ripper2Jump[1][0],
|
|
&s_Ripper2Jump[2][0],
|
|
&s_Ripper2Jump[3][0],
|
|
&s_Ripper2Jump[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 FALL
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_FALL_RATE 25
|
|
|
|
STATE s_Ripper2Fall[5][6] =
|
|
{
|
|
{
|
|
{RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Fall[0][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Fall[1][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Fall[2][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Fall[3][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2MoveJump), &s_Ripper2Fall[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2Fall[] =
|
|
{
|
|
&s_Ripper2Fall[0][0],
|
|
&s_Ripper2Fall[1][0],
|
|
&s_Ripper2Fall[2][0],
|
|
&s_Ripper2Fall[3][0],
|
|
&s_Ripper2Fall[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 JUMP ATTACK
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_JUMP_ATTACK_RATE 35
|
|
int DoRipper2BeginJumpAttack(DSWActor* actor);
|
|
|
|
STATE s_Ripper2JumpAttack[5][6] =
|
|
{
|
|
{
|
|
{RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_ATTACK_RATE, &AF(NullRipper2), &s_Ripper2JumpAttack[0][1]},
|
|
{RIPPER2_JUMP_R0 + 0, 0 | SF_QUICK_CALL, &AF(DoRipper2BeginJumpAttack), &s_Ripper2JumpAttack[0][2]},
|
|
{RIPPER2_JUMP_R0 + 2, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[0][3]},
|
|
{RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[0][3]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_ATTACK_RATE, &AF(NullRipper2), &s_Ripper2JumpAttack[1][1]},
|
|
{RIPPER2_JUMP_R1 + 0, 0 | SF_QUICK_CALL, &AF(DoRipper2BeginJumpAttack), &s_Ripper2JumpAttack[1][2]},
|
|
{RIPPER2_JUMP_R1 + 2, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[1][3]},
|
|
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[1][3]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_ATTACK_RATE, &AF(NullRipper2), &s_Ripper2JumpAttack[2][1]},
|
|
{RIPPER2_JUMP_R2 + 0, 0 | SF_QUICK_CALL, &AF(DoRipper2BeginJumpAttack), &s_Ripper2JumpAttack[2][2]},
|
|
{RIPPER2_JUMP_R2 + 2, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[2][3]},
|
|
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[2][3]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_ATTACK_RATE, &AF(NullRipper2), &s_Ripper2JumpAttack[3][1]},
|
|
{RIPPER2_JUMP_R3 + 0, 0 | SF_QUICK_CALL, &AF(DoRipper2BeginJumpAttack), &s_Ripper2JumpAttack[3][2]},
|
|
{RIPPER2_JUMP_R3 + 2, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[3][3]},
|
|
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[3][3]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_ATTACK_RATE, &AF(NullRipper2), &s_Ripper2JumpAttack[4][1]},
|
|
{RIPPER2_JUMP_R4 + 0, 0 | SF_QUICK_CALL, &AF(DoRipper2BeginJumpAttack), &s_Ripper2JumpAttack[4][2]},
|
|
{RIPPER2_JUMP_R4 + 2, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[4][3]},
|
|
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, &AF(DoRipper2MoveJump), &s_Ripper2JumpAttack[4][3]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2JumpAttack[] =
|
|
{
|
|
&s_Ripper2JumpAttack[0][0],
|
|
&s_Ripper2JumpAttack[1][0],
|
|
&s_Ripper2JumpAttack[2][0],
|
|
&s_Ripper2JumpAttack[3][0],
|
|
&s_Ripper2JumpAttack[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 HANG_JUMP
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_HANG_JUMP_RATE 20
|
|
|
|
STATE s_Ripper2HangJump[5][6] =
|
|
{
|
|
{
|
|
{RIPPER2_JUMP_R0 + 0, RIPPER2_HANG_JUMP_RATE, &AF(NullRipper2), &s_Ripper2HangJump[0][1]},
|
|
{RIPPER2_JUMP_R0 + 1, RIPPER2_HANG_JUMP_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangJump[0][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R1 + 0, RIPPER2_HANG_JUMP_RATE, &AF(NullRipper2), &s_Ripper2HangJump[1][1]},
|
|
{RIPPER2_JUMP_R1 + 1, RIPPER2_HANG_JUMP_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangJump[1][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R2 + 0, RIPPER2_HANG_JUMP_RATE, &AF(NullRipper2), &s_Ripper2HangJump[2][1]},
|
|
{RIPPER2_JUMP_R2 + 1, RIPPER2_HANG_JUMP_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangJump[2][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R3 + 0, RIPPER2_HANG_JUMP_RATE, &AF(NullRipper2), &s_Ripper2HangJump[3][1]},
|
|
{RIPPER2_JUMP_R3 + 1, RIPPER2_HANG_JUMP_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangJump[3][1]},
|
|
},
|
|
{
|
|
{RIPPER2_JUMP_R4 + 0, RIPPER2_HANG_JUMP_RATE, &AF(NullRipper2), &s_Ripper2HangJump[4][1]},
|
|
{RIPPER2_JUMP_R4 + 1, RIPPER2_HANG_JUMP_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangJump[4][1]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2HangJump[] =
|
|
{
|
|
&s_Ripper2HangJump[0][0],
|
|
&s_Ripper2HangJump[1][0],
|
|
&s_Ripper2HangJump[2][0],
|
|
&s_Ripper2HangJump[3][0],
|
|
&s_Ripper2HangJump[4][0]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 HANG_FALL
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_FALL_RATE 25
|
|
|
|
STATE s_Ripper2HangFall[5][6] =
|
|
{
|
|
{
|
|
{RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangFall[0][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangFall[1][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangFall[2][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangFall[3][0]},
|
|
},
|
|
{
|
|
{RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, &AF(DoRipper2HangJF), &s_Ripper2HangFall[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2HangFall[] =
|
|
{
|
|
&s_Ripper2HangFall[0][0],
|
|
&s_Ripper2HangFall[1][0],
|
|
&s_Ripper2HangFall[2][0],
|
|
&s_Ripper2HangFall[3][0],
|
|
&s_Ripper2HangFall[4][0]
|
|
};
|
|
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// RIPPER2 DIE
|
|
//
|
|
//////////////////////
|
|
|
|
#define RIPPER2_DIE_RATE 18
|
|
|
|
STATE s_Ripper2Die[] =
|
|
{
|
|
{RIPPER2_DIE + 0, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[1]},
|
|
{RIPPER2_DIE + 1, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[2]},
|
|
{RIPPER2_DIE + 2, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[3]},
|
|
{RIPPER2_DIE + 3, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[4]},
|
|
{RIPPER2_DIE + 4, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[5]},
|
|
{RIPPER2_DIE + 5, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[6]},
|
|
{RIPPER2_DIE + 6, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Die[7]},
|
|
{RIPPER2_DEAD, RIPPER2_DIE_RATE, &AF(DoActorDebris), &s_Ripper2Die[7]},
|
|
};
|
|
|
|
#define RIPPER2_DEAD_RATE 8
|
|
|
|
STATE s_Ripper2Dead[] =
|
|
{
|
|
{RIPPER2_DIE + 0, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[1]},
|
|
{RIPPER2_DIE + 1, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[2]},
|
|
{RIPPER2_DIE + 2, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[3]},
|
|
{RIPPER2_DIE + 3, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[4]},
|
|
{RIPPER2_DIE + 4, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[5]},
|
|
{RIPPER2_DIE + 5, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[6]},
|
|
{RIPPER2_DIE + 6, RIPPER2_DIE_RATE, &AF(NullRipper2), &s_Ripper2Dead[7]},
|
|
{RIPPER2_DEAD, SF_QUICK_CALL, &AF(QueueFloorBlood), &s_Ripper2Dead[8]},
|
|
{RIPPER2_DEAD, RIPPER2_DEAD_RATE, &AF(DoActorDebris), &s_Ripper2Dead[8]},
|
|
};
|
|
|
|
STATE* sg_Ripper2Die[] =
|
|
{
|
|
s_Ripper2Die
|
|
};
|
|
|
|
STATE* sg_Ripper2Dead[] =
|
|
{
|
|
s_Ripper2Dead
|
|
};
|
|
|
|
STATE s_Ripper2DeathJump[] =
|
|
{
|
|
{RIPPER2_DIE + 0, RIPPER2_DIE_RATE, &AF(DoActorDeathMove), &s_Ripper2DeathJump[0]}
|
|
};
|
|
|
|
STATE s_Ripper2DeathFall[] =
|
|
{
|
|
{RIPPER2_DIE + 1, RIPPER2_DIE_RATE, &AF(DoActorDeathMove), &s_Ripper2DeathFall[0]}
|
|
};
|
|
|
|
|
|
STATE* sg_Ripper2DeathJump[] =
|
|
{
|
|
s_Ripper2DeathJump
|
|
};
|
|
|
|
STATE* sg_Ripper2DeathFall[] =
|
|
{
|
|
s_Ripper2DeathFall
|
|
};
|
|
|
|
|
|
/*
|
|
STATE* *Stand[MAX_WEAPONS];
|
|
STATE* *Run;
|
|
STATE* *Jump;
|
|
STATE* *Fall;
|
|
STATE* *Crawl;
|
|
STATE* *Swim;
|
|
STATE* *Fly;
|
|
STATE* *Rise;
|
|
STATE* *Sit;
|
|
STATE* *Look;
|
|
STATE* *Climb;
|
|
STATE* *Pain;
|
|
STATE* *Death1;
|
|
STATE* *Death2;
|
|
STATE* *Dead;
|
|
STATE* *DeathJump;
|
|
STATE* *DeathFall;
|
|
STATE* *CloseAttack[2];
|
|
STATE* *Attack[6];
|
|
STATE* *Special[2];
|
|
*/
|
|
|
|
|
|
ACTOR_ACTION_SET Ripper2ActionSet =
|
|
{
|
|
sg_Ripper2Stand,
|
|
sg_Ripper2Run,
|
|
sg_Ripper2Jump,
|
|
sg_Ripper2Fall,
|
|
nullptr, // sg_Ripper2Crawl,
|
|
nullptr, // sg_Ripper2Swim,
|
|
nullptr, // sg_Ripper2Fly,
|
|
nullptr, // sg_Ripper2Rise,
|
|
nullptr, // sg_Ripper2Sit,
|
|
nullptr, // sg_Ripper2Look,
|
|
nullptr, // climb
|
|
sg_Ripper2Pain,
|
|
sg_Ripper2Die,
|
|
nullptr, // sg_Ripper2HariKari,
|
|
sg_Ripper2Dead,
|
|
sg_Ripper2DeathJump,
|
|
sg_Ripper2DeathFall,
|
|
{sg_Ripper2Swipe},
|
|
{1024},
|
|
{sg_Ripper2JumpAttack, sg_Ripper2Kong},
|
|
{500, 1024},
|
|
{sg_Ripper2Heart, sg_Ripper2Hang},
|
|
nullptr,
|
|
nullptr
|
|
};
|
|
|
|
ACTOR_ACTION_SET Ripper2BrownActionSet =
|
|
{
|
|
sg_Ripper2Stand,
|
|
sg_Ripper2Run,
|
|
sg_Ripper2Jump,
|
|
sg_Ripper2Fall,
|
|
nullptr, // sg_Ripper2Crawl,
|
|
nullptr, // sg_Ripper2Swim,
|
|
nullptr, // sg_Ripper2Fly,
|
|
nullptr, // sg_Ripper2Rise,
|
|
nullptr, // sg_Ripper2Sit,
|
|
nullptr, // sg_Ripper2Look,
|
|
nullptr, // climb
|
|
sg_Ripper2Pain, // pain
|
|
sg_Ripper2Die,
|
|
nullptr, // sg_Ripper2HariKari,
|
|
sg_Ripper2Dead,
|
|
sg_Ripper2DeathJump,
|
|
sg_Ripper2DeathFall,
|
|
{sg_Ripper2Swipe},
|
|
{1024},
|
|
{sg_Ripper2JumpAttack, sg_Ripper2Kong},
|
|
{400, 1024},
|
|
{sg_Ripper2Heart, sg_Ripper2Hang},
|
|
nullptr,
|
|
nullptr
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int SetupRipper2(DSWActor* actor)
|
|
{
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
|
{
|
|
SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]);
|
|
actor->user.Health = HEALTH_RIPPER2;
|
|
}
|
|
|
|
ChangeState(actor, s_Ripper2Run[0]);
|
|
actor->user.__legacyState.Attrib = &Ripper2Attrib;
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
actor->user.__legacyState.StateEnd = s_Ripper2Die;
|
|
actor->user.__legacyState.Rot = sg_Ripper2Run;
|
|
actor->clipdist = 32; // This actor is bigger, needs bigger box.
|
|
actor->spr.scale = DVector2(0.859375, 0.859375);
|
|
|
|
if (actor->spr.pal == PALETTE_BROWN_RIPPER)
|
|
{
|
|
EnemyDefaults(actor, &Ripper2BrownActionSet, &Ripper2Personality);
|
|
actor->spr.scale.X += (0.625);
|
|
actor->spr.scale.Y += (0.625);
|
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
|
actor->user.Health = HEALTH_MOMMA_RIPPER;
|
|
|
|
actor->clipdist += 8;
|
|
}
|
|
else
|
|
{
|
|
EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality);
|
|
}
|
|
|
|
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSWRipper2, Initialize)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DSWActor);
|
|
SetupRipper2(self);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// HANGING - Jumping/Falling/Stationary
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int InitRipper2Hang(DSWActor* actor)
|
|
{
|
|
// Except for the states this is identical to InitRipperHang. Merge them?
|
|
HitInfo hit{};
|
|
|
|
bool Found = false;
|
|
|
|
for (DAngle dang = nullAngle; dang < DAngle360; dang += DAngle22_5)
|
|
{
|
|
auto tang = actor->spr.Angles.Yaw + dang;
|
|
|
|
FAFhitscan(actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector(), DVector3(tang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
|
|
|
|
if (hit.hitSector == nullptr)
|
|
continue;
|
|
|
|
double dist = (actor->spr.pos.XY() - hit.hitpos.XY()).Length();
|
|
|
|
if (hit.hitWall == nullptr || dist < 125 || dist > 437.5)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Found = true;
|
|
actor->spr.Angles.Yaw = tang;
|
|
break;
|
|
}
|
|
|
|
if (!Found)
|
|
{
|
|
InitActorDecide(actor);
|
|
return 0;
|
|
}
|
|
|
|
NewStateGroup(actor, sg_Ripper2HangJump);
|
|
actor->user.__legacyState.StateFallOverride = sg_Ripper2HangFall;
|
|
DoActorSetSpeed(actor, FAST_SPEED);
|
|
|
|
PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
|
|
|
|
actor->user.Flags |= (SPR_JUMPING);
|
|
actor->user.Flags &= ~(SPR_FALLING);
|
|
|
|
// set up individual actor jump gravity
|
|
actor->user.jump_grav = 8;
|
|
|
|
DoJump(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2Hang(DSWActor* actor)
|
|
{
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) > 0)
|
|
return 0;
|
|
|
|
NewStateGroup(actor, sg_Ripper2JumpAttack);
|
|
// move to the 2nd frame - past the pause frame
|
|
actor->user.Tics += actor->user.__legacyState.State->Tics;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2MoveHang(DSWActor* actor)
|
|
{
|
|
// if cannot move the sprite
|
|
if (!move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0)))
|
|
{
|
|
if (actor->user.coll.type == kHitWall)
|
|
{
|
|
short hit_wall;
|
|
short w, nw;
|
|
|
|
// Don't keep clinging and going ever higher!
|
|
if (abs(actor->spr.pos.Z - actor->user.targetActor->spr.pos.Z) > 250)
|
|
return 0;
|
|
|
|
actor->setStateGroup(NAME_Special);
|
|
if (RANDOM_P2(1024<<8)>>8 > 500)
|
|
actor->user.WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120);
|
|
else
|
|
actor->user.WaitTics = 0; // Double jump
|
|
|
|
// hang flush with the wall
|
|
actor->spr.Angles.Yaw = actor->user.coll.hitWall->delta().Angle() - DAngle90;
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
int DoRipper2QuickJump(DSWActor* actor);
|
|
|
|
int DoRipper2HangJF(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING))
|
|
DoJump(actor);
|
|
else
|
|
DoFall(actor);
|
|
}
|
|
|
|
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
|
|
{
|
|
if (DoRipper2QuickJump(actor))
|
|
return 0;
|
|
|
|
InitActorDecide(actor);
|
|
}
|
|
|
|
DoRipper2MoveHang(actor);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// JUMP ATTACK
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2BeginJumpAttack(DSWActor* actor)
|
|
{
|
|
DSWActor* target = actor->user.targetActor;
|
|
|
|
// Always jump at player if mad.
|
|
|
|
auto vec = (target->spr.pos.XY() - actor->spr.pos.XY()).Unit() * 8;
|
|
Collision coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
|
|
|
|
if (coll.type != kHitNone)
|
|
actor->spr.Angles.Yaw += RandomAngle(DAngle45) + DAngle180 - DAngle22_5;
|
|
else
|
|
actor->spr.Angles.Yaw = vec.Angle();
|
|
|
|
DoActorSetSpeed(actor, FAST_SPEED);
|
|
|
|
PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
|
|
|
|
actor->user.Flags |= (SPR_JUMPING);
|
|
actor->user.Flags &= ~(SPR_FALLING);
|
|
|
|
// set up individual actor jump gravity
|
|
actor->user.jump_grav = 8;
|
|
|
|
// if I didn't do this here they get stuck in the air sometimes
|
|
DoActorZrange(actor);
|
|
|
|
DoJump(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2MoveJump(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING))
|
|
DoJump(actor);
|
|
else
|
|
DoFall(actor);
|
|
}
|
|
|
|
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
|
|
{
|
|
if (DoRipper2QuickJump(actor))
|
|
return 0;
|
|
|
|
InitActorDecide(actor);
|
|
}
|
|
|
|
DoRipper2MoveHang(actor);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// STD MOVEMENT
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2QuickJump(DSWActor* actor)
|
|
{
|
|
// Tests to see if ripper2 is on top of a player/enemy and then immediatly
|
|
// does another jump
|
|
|
|
DSWActor* low = actor->user.lowActor;
|
|
if (low)
|
|
{
|
|
if ((low->spr.extra & SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
NewStateGroup(actor, sg_Ripper2JumpAttack);
|
|
// move past the first state
|
|
actor->user.Tics = 30;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NullRipper2(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2Pain(DSWActor* actor)
|
|
{
|
|
NullRipper2(actor);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
InitActorDecide(actor);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2RipHeart(DSWActor* actor)
|
|
{
|
|
DSWActor* target = actor->user.targetActor;
|
|
NewStateGroup(actor, sg_Ripper2Heart);
|
|
actor->user.WaitTics = 6 * 120;
|
|
|
|
// player face ripper2
|
|
target->spr.Angles.Yaw = (actor->spr.pos - target->spr.pos).Angle();
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2StandHeart(DSWActor* actor)
|
|
{
|
|
NullRipper2(actor);
|
|
|
|
if (!SoundValidAndActive(actor, CHAN_RipHeart))
|
|
PlaySound(DIGI_RIPPER2HEARTOUT, actor, v3df_none, CHAN_RipHeart);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
NewStateGroup(actor, sg_Ripper2Run);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void Ripper2Hatch(DSWActor* actor)
|
|
{
|
|
const int MAX_RIPPER2S = 1;
|
|
|
|
for (int i = 0; i < MAX_RIPPER2S; i++)
|
|
{
|
|
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
|
|
ClearOwner(actorNew);
|
|
actorNew->spr.pos = actor->spr.pos;
|
|
|
|
actorNew->spr.scale = DVector2(1, 1);
|
|
actorNew->spr.Angles.Yaw = RandomAngle();
|
|
actorNew->spr.pal = 0;
|
|
actorNew->spr.shade = -10;
|
|
SetupRipper2(actorNew);
|
|
|
|
// make immediately active
|
|
actorNew->user.Flags |= (SPR_ACTIVE);
|
|
|
|
actorNew->setStateGroup(NAME_Jump);
|
|
actorNew->user.ActorActionFunc = AF(DoActorMoveJump);
|
|
DoActorSetSpeed(actorNew, FAST_SPEED);
|
|
PickJumpMaxSpeed(actorNew, -600);
|
|
|
|
actorNew->user.Flags |= (SPR_JUMPING);
|
|
actorNew->user.Flags &= ~(SPR_FALLING);
|
|
|
|
actorNew->user.jump_grav = 8;
|
|
|
|
// if I didn't do this here they get stuck in the air sometimes
|
|
DoActorZrange(actorNew);
|
|
|
|
DoJump(actorNew);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoRipper2Move(DSWActor* actor)
|
|
{
|
|
if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1)
|
|
DoCheckSwarm(actor);
|
|
|
|
if (actor->user.scale_speed)
|
|
{
|
|
DoScaleSprite(actor);
|
|
}
|
|
|
|
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING))
|
|
DoJump(actor);
|
|
else
|
|
DoFall(actor);
|
|
}
|
|
|
|
// if on a player/enemy sprite jump quickly
|
|
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
|
|
{
|
|
if (DoRipper2QuickJump(actor))
|
|
return 0;
|
|
|
|
KeepActorOnFloor(actor);
|
|
}
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING))
|
|
DoActorSlide(actor);
|
|
|
|
if (actor->user.track >= 0)
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
|
else
|
|
actor->callAction();
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int InitRipper2Charge(DSWActor* actor)
|
|
{
|
|
DoActorSetSpeed(actor, FAST_SPEED);
|
|
|
|
InitActorMoveCloser(actor);
|
|
|
|
NewStateGroup(actor, sg_Ripper2RunFast);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int ChestRipper2(DSWActor* actor)
|
|
{
|
|
PlaySound(DIGI_RIPPER2CHEST, actor, v3df_follow);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
#include "saveable.h"
|
|
|
|
|
|
static saveable_data saveable_ripper2_data[] =
|
|
{
|
|
SAVE_DATA(Ripper2Personality),
|
|
|
|
SAVE_DATA(Ripper2Attrib),
|
|
|
|
SAVE_DATA(s_Ripper2Run),
|
|
SAVE_DATA(sg_Ripper2Run),
|
|
SAVE_DATA(s_Ripper2RunFast),
|
|
SAVE_DATA(sg_Ripper2RunFast),
|
|
SAVE_DATA(s_Ripper2Stand),
|
|
SAVE_DATA(sg_Ripper2Stand),
|
|
SAVE_DATA(s_Ripper2Swipe),
|
|
SAVE_DATA(sg_Ripper2Swipe),
|
|
SAVE_DATA(s_Ripper2Kong),
|
|
SAVE_DATA(sg_Ripper2Kong),
|
|
SAVE_DATA(s_Ripper2Heart),
|
|
SAVE_DATA(sg_Ripper2Heart),
|
|
SAVE_DATA(s_Ripper2Hang),
|
|
SAVE_DATA(sg_Ripper2Hang),
|
|
SAVE_DATA(s_Ripper2Pain),
|
|
SAVE_DATA(sg_Ripper2Pain),
|
|
SAVE_DATA(s_Ripper2Jump),
|
|
SAVE_DATA(sg_Ripper2Jump),
|
|
SAVE_DATA(s_Ripper2Fall),
|
|
SAVE_DATA(sg_Ripper2Fall),
|
|
SAVE_DATA(s_Ripper2JumpAttack),
|
|
SAVE_DATA(sg_Ripper2JumpAttack),
|
|
SAVE_DATA(s_Ripper2HangJump),
|
|
SAVE_DATA(sg_Ripper2HangJump),
|
|
SAVE_DATA(s_Ripper2HangFall),
|
|
SAVE_DATA(sg_Ripper2HangFall),
|
|
SAVE_DATA(s_Ripper2Die),
|
|
SAVE_DATA(s_Ripper2Dead),
|
|
SAVE_DATA(sg_Ripper2Die),
|
|
SAVE_DATA(sg_Ripper2Dead),
|
|
SAVE_DATA(s_Ripper2DeathJump),
|
|
SAVE_DATA(s_Ripper2DeathFall),
|
|
SAVE_DATA(sg_Ripper2DeathJump),
|
|
SAVE_DATA(sg_Ripper2DeathFall),
|
|
|
|
SAVE_DATA(Ripper2ActionSet),
|
|
SAVE_DATA(Ripper2BrownActionSet),
|
|
};
|
|
|
|
saveable_module saveable_ripper2 =
|
|
{
|
|
// code
|
|
nullptr, 0,
|
|
|
|
// data
|
|
saveable_ripper2_data,
|
|
SIZ(saveable_ripper2_data)
|
|
};
|
|
END_SW_NS
|