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911 lines
29 KiB
C++
911 lines
29 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 "player.h"
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#include "network.h"
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#include "misc.h"
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#include "sprite.h"
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BEGIN_SW_NS
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DECISION GirlNinjaBattle[] =
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{
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{499, &AF(InitActorMoveCloser)},
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{1024, &AF(InitActorAttack)}
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};
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DECISION GirlNinjaOffense[] =
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{
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{499, &AF(InitActorMoveCloser)},
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{1024, &AF(InitActorAttack)}
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};
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DECISIONB GirlNinjaBroadcast[] =
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{
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{6, attr_ambient},
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{1024, 0}
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};
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DECISION GirlNinjaSurprised[] =
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{
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{701, &AF(InitActorMoveCloser)},
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{1024, &AF(InitActorDecide)}
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};
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DECISION GirlNinjaEvasive[] =
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{
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{400, &AF(InitActorDuck)}, // 100
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{1024, nullptr}
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};
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DECISION GirlNinjaLostTarget[] =
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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 GirlNinjaCloseRange[] =
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{
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{900, &AF(InitActorAttack ) },
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{1024, &AF(InitActorReposition) }
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};
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/*
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!AIC - Collection of decision tables
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*/
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PERSONALITY GirlNinjaPersonality =
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{
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GirlNinjaBattle,
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GirlNinjaOffense,
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GirlNinjaBroadcast,
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GirlNinjaSurprised,
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GirlNinjaEvasive,
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GirlNinjaLostTarget,
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GirlNinjaCloseRange,
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GirlNinjaCloseRange
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};
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ATTRIBUTE GirlNinjaAttrib =
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{
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{120, 140, 160, 190}, // Speeds
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{4, 0, 0, -2}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_GIRLNINJAALERT, DIGI_GIRLNINJAALERT, DIGI_STAR,
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DIGI_GIRLNINJAALERTT, DIGI_GIRLNINJASCREAM,0,0,0,0,0
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}
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};
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//////////////////////
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//
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// GIRLNINJA RUN
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//
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//////////////////////
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#define GIRLNINJA_RATE 18
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STATE s_GirlNinjaRun[5][4] =
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{
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{
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{GIRLNINJA_RUN_R0 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[0][1]},
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{GIRLNINJA_RUN_R0 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[0][2]},
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{GIRLNINJA_RUN_R0 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[0][3]},
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{GIRLNINJA_RUN_R0 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[0][0]},
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},
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{
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{GIRLNINJA_RUN_R1 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[1][1]},
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{GIRLNINJA_RUN_R1 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[1][2]},
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{GIRLNINJA_RUN_R1 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[1][3]},
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{GIRLNINJA_RUN_R1 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[1][0]},
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},
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{
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{GIRLNINJA_RUN_R2 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[2][1]},
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{GIRLNINJA_RUN_R2 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[2][2]},
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{GIRLNINJA_RUN_R2 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[2][3]},
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{GIRLNINJA_RUN_R2 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[2][0]},
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},
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{
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{GIRLNINJA_RUN_R3 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[3][1]},
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{GIRLNINJA_RUN_R3 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[3][2]},
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{GIRLNINJA_RUN_R3 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[3][3]},
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{GIRLNINJA_RUN_R3 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[3][0]},
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},
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{
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{GIRLNINJA_RUN_R4 + 0, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[4][1]},
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{GIRLNINJA_RUN_R4 + 1, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[4][2]},
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{GIRLNINJA_RUN_R4 + 2, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[4][3]},
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{GIRLNINJA_RUN_R4 + 3, GIRLNINJA_RATE | SF_TIC_ADJUST, &AF(DoGirlNinjaMove), &s_GirlNinjaRun[4][0]},
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},
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};
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STATE* sg_GirlNinjaRun[] =
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{
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s_GirlNinjaRun[0],
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s_GirlNinjaRun[1],
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s_GirlNinjaRun[2],
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s_GirlNinjaRun[3],
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s_GirlNinjaRun[4]
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};
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//////////////////////
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//
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// GIRLNINJA STAND
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//
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//////////////////////
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#define GIRLNINJA_STAND_RATE 10
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STATE s_GirlNinjaStand[5][1] =
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{
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{
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{GIRLNINJA_STAND_R0 + 0, GIRLNINJA_STAND_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaStand[0][0]},
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},
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{
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{GIRLNINJA_STAND_R1 + 0, GIRLNINJA_STAND_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaStand[1][0]},
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},
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{
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{GIRLNINJA_STAND_R2 + 0, GIRLNINJA_STAND_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaStand[2][0]},
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},
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{
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{GIRLNINJA_STAND_R3 + 0, GIRLNINJA_STAND_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaStand[3][0]},
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},
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{
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{GIRLNINJA_STAND_R4 + 0, GIRLNINJA_STAND_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaStand[4][0]},
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},
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};
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STATE* sg_GirlNinjaStand[] =
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{
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s_GirlNinjaStand[0],
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s_GirlNinjaStand[1],
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s_GirlNinjaStand[2],
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s_GirlNinjaStand[3],
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s_GirlNinjaStand[4]
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};
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//////////////////////
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//
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// GIRLNINJA RISE
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//
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//////////////////////
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#define GIRLNINJA_RISE_RATE 10
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STATE s_GirlNinjaRise[5][3] =
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{
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{
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{GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_RISE_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[0][1]},
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{GIRLNINJA_STAND_R0 + 0, GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[0][2]},
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{0, 0, nullptr, (STATE*)sg_GirlNinjaRun}, // JBF: sg_GirlNinjaRun really is supposed to be the
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// pointer to the state group. See StateControl() where
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// it says "if (!actor->user.__legacyState.State->Pic)".
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},
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{
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{GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_RISE_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[1][1]},
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{GIRLNINJA_STAND_R1 + 0, GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[1][2]},
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{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
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},
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{
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{GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_RISE_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[2][1]},
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{GIRLNINJA_STAND_R2 + 0, GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[2][2]},
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{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
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},
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{
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{GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_RISE_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[3][1]},
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{GIRLNINJA_STAND_R3 + 0, GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[3][2]},
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{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
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},
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{
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{GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_RISE_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[4][1]},
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{GIRLNINJA_STAND_R4 + 0, GIRLNINJA_STAND_RATE, &AF(NullGirlNinja), &s_GirlNinjaRise[4][2]},
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{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
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},
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};
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STATE* sg_GirlNinjaRise[] =
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{
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s_GirlNinjaRise[0],
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s_GirlNinjaRise[1],
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s_GirlNinjaRise[2],
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s_GirlNinjaRise[3],
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s_GirlNinjaRise[4]
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};
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//////////////////////
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//
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// GIRLNINJA DUCK
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//
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//////////////////////
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#define GIRLNINJA_DUCK_RATE 10
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#define GIRLNINJA_CRAWL_RATE 14
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STATE s_GirlNinjaDuck[5][2] =
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{
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{
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{GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_DUCK_RATE, &AF(NullGirlNinja), &s_GirlNinjaDuck[0][1]},
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{GIRLNINJA_CRAWL_R0 + 0, GIRLNINJA_CRAWL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaDuck[0][1]},
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},
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{
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{GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_DUCK_RATE, &AF(NullGirlNinja), &s_GirlNinjaDuck[1][1]},
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{GIRLNINJA_CRAWL_R1 + 0, GIRLNINJA_CRAWL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaDuck[1][1]},
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},
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{
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{GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_DUCK_RATE, &AF(NullGirlNinja), &s_GirlNinjaDuck[2][1]},
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{GIRLNINJA_CRAWL_R2 + 0, GIRLNINJA_CRAWL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaDuck[2][1]},
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},
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{
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{GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_DUCK_RATE, &AF(NullGirlNinja), &s_GirlNinjaDuck[3][1]},
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{GIRLNINJA_CRAWL_R3 + 0, GIRLNINJA_CRAWL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaDuck[3][1]},
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},
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{
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{GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_DUCK_RATE, &AF(NullGirlNinja), &s_GirlNinjaDuck[4][1]},
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{GIRLNINJA_CRAWL_R4 + 0, GIRLNINJA_CRAWL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaDuck[4][1]},
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},
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};
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STATE* sg_GirlNinjaDuck[] =
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{
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s_GirlNinjaDuck[0],
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s_GirlNinjaDuck[1],
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s_GirlNinjaDuck[2],
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s_GirlNinjaDuck[3],
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s_GirlNinjaDuck[4]
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};
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//////////////////////
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//
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// GIRLNINJA SIT
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//
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//////////////////////
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STATE s_GirlNinjaSit[5][1] =
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{
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{
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{GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_RISE_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSit[0][0]},
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},
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{
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{GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_RISE_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSit[1][0]},
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},
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{
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{GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_RISE_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSit[2][0]},
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},
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{
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{GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_RISE_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSit[3][0]},
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},
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{
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{GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_RISE_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSit[4][0]},
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},
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};
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STATE* sg_GirlNinjaSit[] =
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{
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s_GirlNinjaSit[0],
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s_GirlNinjaSit[1],
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s_GirlNinjaSit[2],
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s_GirlNinjaSit[3],
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s_GirlNinjaSit[4]
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};
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//////////////////////
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//
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// GIRLNINJA JUMP
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//
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//////////////////////
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#define GIRLNINJA_JUMP_RATE 24
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STATE s_GirlNinjaJump[5][2] =
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{
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{
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{GIRLNINJA_JUMP_R0 + 0, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[0][1]},
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{GIRLNINJA_JUMP_R0 + 1, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[0][1]},
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},
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{
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{GIRLNINJA_JUMP_R1 + 0, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[1][1]},
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{GIRLNINJA_JUMP_R1 + 1, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[1][1]},
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},
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{
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{GIRLNINJA_JUMP_R2 + 0, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[2][1]},
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{GIRLNINJA_JUMP_R2 + 1, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[2][1]},
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},
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{
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{GIRLNINJA_JUMP_R3 + 0, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[3][1]},
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{GIRLNINJA_JUMP_R3 + 1, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[3][1]},
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},
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{
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{GIRLNINJA_JUMP_R4 + 0, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[4][1]},
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{GIRLNINJA_JUMP_R4 + 1, GIRLNINJA_JUMP_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaJump[4][1]},
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},
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};
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STATE* sg_GirlNinjaJump[] =
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{
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s_GirlNinjaJump[0],
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s_GirlNinjaJump[1],
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s_GirlNinjaJump[2],
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s_GirlNinjaJump[3],
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s_GirlNinjaJump[4]
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};
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//////////////////////
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//
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// GIRLNINJA FALL
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//
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//////////////////////
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#define GIRLNINJA_FALL_RATE 16
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STATE s_GirlNinjaFall[5][2] =
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{
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{
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{GIRLNINJA_JUMP_R0 + 1, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[0][1]},
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{GIRLNINJA_JUMP_R0 + 2, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[0][1]},
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},
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{
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{GIRLNINJA_JUMP_R1 + 1, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[1][1]},
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{GIRLNINJA_JUMP_R1 + 2, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[1][1]},
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},
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{
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{GIRLNINJA_JUMP_R2 + 1, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[2][1]},
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{GIRLNINJA_JUMP_R2 + 2, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[2][1]},
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},
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{
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{GIRLNINJA_JUMP_R3 + 1, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[3][1]},
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{GIRLNINJA_JUMP_R3 + 2, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[3][1]},
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},
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{
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{GIRLNINJA_JUMP_R4 + 1, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[4][1]},
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{GIRLNINJA_JUMP_R4 + 2, GIRLNINJA_FALL_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaFall[4][1]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_GirlNinjaFall[] =
|
|
{
|
|
s_GirlNinjaFall[0],
|
|
s_GirlNinjaFall[1],
|
|
s_GirlNinjaFall[2],
|
|
s_GirlNinjaFall[3],
|
|
s_GirlNinjaFall[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// GIRLNINJA PAIN
|
|
//
|
|
//////////////////////
|
|
|
|
#define GIRLNINJA_PAIN_RATE 15
|
|
|
|
STATE s_GirlNinjaPain[5][1] =
|
|
{
|
|
{
|
|
{GIRLNINJA_PAIN_R0 + 0, GIRLNINJA_PAIN_RATE, &AF(DoGirlNinjaPain), &s_GirlNinjaPain[0][0]},
|
|
},
|
|
{
|
|
{GIRLNINJA_PAIN_R1 + 0, GIRLNINJA_PAIN_RATE, &AF(DoGirlNinjaPain), &s_GirlNinjaPain[1][0]},
|
|
},
|
|
{
|
|
{GIRLNINJA_PAIN_R2 + 0, GIRLNINJA_PAIN_RATE, &AF(DoGirlNinjaPain), &s_GirlNinjaPain[2][0]},
|
|
},
|
|
{
|
|
{GIRLNINJA_PAIN_R3 + 0, GIRLNINJA_PAIN_RATE, &AF(DoGirlNinjaPain), &s_GirlNinjaPain[3][0]},
|
|
},
|
|
{
|
|
{GIRLNINJA_PAIN_R4 + 0, GIRLNINJA_PAIN_RATE, &AF(DoGirlNinjaPain), &s_GirlNinjaPain[4][0]},
|
|
},
|
|
};
|
|
|
|
STATE* sg_GirlNinjaPain[] =
|
|
{
|
|
s_GirlNinjaPain[0],
|
|
s_GirlNinjaPain[1],
|
|
s_GirlNinjaPain[2],
|
|
s_GirlNinjaPain[3],
|
|
s_GirlNinjaPain[4]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// GIRLNINJA STICKY
|
|
//
|
|
//////////////////////
|
|
|
|
#define GIRLNINJA_STICKY_RATE 32
|
|
|
|
STATE s_GirlNinjaSticky[5][6] =
|
|
{
|
|
{
|
|
{GIRLNINJA_THROW_R0 + 0, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[0][1]},
|
|
{GIRLNINJA_THROW_R0 + 0, GIRLNINJA_STICKY_RATE, &AF(NullGirlNinja), &s_GirlNinjaSticky[0][2]},
|
|
{GIRLNINJA_THROW_R0 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyMine), &s_GirlNinjaSticky[0][3]},
|
|
{GIRLNINJA_THROW_R0 + 1, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[0][4]},
|
|
{GIRLNINJA_THROW_R0 + 2, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaSticky[0][5]},
|
|
{GIRLNINJA_THROW_R0 + 2, GIRLNINJA_STICKY_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSticky[0][5]},
|
|
},
|
|
{
|
|
{GIRLNINJA_THROW_R1 + 0, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[1][1]},
|
|
{GIRLNINJA_THROW_R1 + 0, GIRLNINJA_STICKY_RATE, &AF(NullGirlNinja), &s_GirlNinjaSticky[1][2]},
|
|
{GIRLNINJA_THROW_R1 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyMine), &s_GirlNinjaSticky[1][3]},
|
|
{GIRLNINJA_THROW_R1 + 1, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[1][4]},
|
|
{GIRLNINJA_THROW_R1 + 2, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaSticky[1][5]},
|
|
{GIRLNINJA_THROW_R1 + 2, GIRLNINJA_STICKY_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSticky[1][5]},
|
|
},
|
|
{
|
|
{GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[2][1]},
|
|
{GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE, &AF(NullGirlNinja), &s_GirlNinjaSticky[2][2]},
|
|
{GIRLNINJA_THROW_R2 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyMine), &s_GirlNinjaSticky[2][3]},
|
|
{GIRLNINJA_THROW_R2 + 1, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[2][4]},
|
|
{GIRLNINJA_THROW_R2 + 2, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaSticky[2][5]},
|
|
{GIRLNINJA_THROW_R2 + 2, GIRLNINJA_STICKY_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSticky[2][5]},
|
|
},
|
|
{
|
|
{GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[3][1]},
|
|
{GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE, &AF(NullGirlNinja), &s_GirlNinjaSticky[3][2]},
|
|
{GIRLNINJA_THROW_R2 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyMine), &s_GirlNinjaSticky[3][3]},
|
|
{GIRLNINJA_THROW_R2 + 1, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[3][4]},
|
|
{GIRLNINJA_THROW_R2 + 2, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaSticky[3][5]},
|
|
{GIRLNINJA_THROW_R2 + 2, GIRLNINJA_STICKY_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSticky[3][5]},
|
|
},
|
|
{
|
|
{GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[4][1]},
|
|
{GIRLNINJA_THROW_R2 + 0, GIRLNINJA_STICKY_RATE, &AF(NullGirlNinja), &s_GirlNinjaSticky[4][2]},
|
|
{GIRLNINJA_THROW_R2 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyMine), &s_GirlNinjaSticky[4][3]},
|
|
{GIRLNINJA_THROW_R2 + 1, GIRLNINJA_STICKY_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaSticky[4][4]},
|
|
{GIRLNINJA_THROW_R2 + 2, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaSticky[4][5]},
|
|
{GIRLNINJA_THROW_R2 + 2, GIRLNINJA_STICKY_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaSticky[4][5]},
|
|
},
|
|
};
|
|
|
|
STATE* sg_GirlNinjaSticky[] =
|
|
{
|
|
s_GirlNinjaSticky[0],
|
|
s_GirlNinjaSticky[1],
|
|
s_GirlNinjaSticky[2],
|
|
s_GirlNinjaSticky[3],
|
|
s_GirlNinjaSticky[4]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// GIRLNINJA CROSSBOW
|
|
//
|
|
//////////////////////
|
|
|
|
#define GIRLNINJA_CROSSBOW_RATE 14
|
|
|
|
STATE s_GirlNinjaCrossbow[5][5] =
|
|
{
|
|
{
|
|
{GIRLNINJA_FIRE_R0 + 0, GIRLNINJA_CROSSBOW_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[0][1]},
|
|
{GIRLNINJA_FIRE_R0 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyCrossbow), &s_GirlNinjaCrossbow[0][2]},
|
|
{GIRLNINJA_FIRE_R0 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[0][3]},
|
|
{GIRLNINJA_FIRE_R0 + 1, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaCrossbow[0][4]},
|
|
{GIRLNINJA_FIRE_R0 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaCrossbow[0][4]},
|
|
},
|
|
{
|
|
{GIRLNINJA_FIRE_R1 + 0, GIRLNINJA_CROSSBOW_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[1][1]},
|
|
{GIRLNINJA_FIRE_R1 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyCrossbow), &s_GirlNinjaCrossbow[1][2]},
|
|
{GIRLNINJA_FIRE_R1 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[1][3]},
|
|
{GIRLNINJA_FIRE_R1 + 1, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaCrossbow[1][4]},
|
|
{GIRLNINJA_FIRE_R1 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaCrossbow[1][4]},
|
|
},
|
|
{
|
|
{GIRLNINJA_FIRE_R2 + 0, GIRLNINJA_CROSSBOW_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[2][1]},
|
|
{GIRLNINJA_FIRE_R2 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyCrossbow), &s_GirlNinjaCrossbow[2][2]},
|
|
{GIRLNINJA_FIRE_R2 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[2][3]},
|
|
{GIRLNINJA_FIRE_R2 + 1, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaCrossbow[2][4]},
|
|
{GIRLNINJA_FIRE_R2 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaCrossbow[2][4]},
|
|
},
|
|
{
|
|
{GIRLNINJA_FIRE_R3 + 0, GIRLNINJA_CROSSBOW_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[3][1]},
|
|
{GIRLNINJA_FIRE_R3 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyCrossbow), &s_GirlNinjaCrossbow[3][2]},
|
|
{GIRLNINJA_FIRE_R3 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[3][3]},
|
|
{GIRLNINJA_FIRE_R3 + 1, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaCrossbow[3][4]},
|
|
{GIRLNINJA_FIRE_R3 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaCrossbow[3][4]},
|
|
},
|
|
{
|
|
{GIRLNINJA_FIRE_R4 + 0, GIRLNINJA_CROSSBOW_RATE * 2, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[4][1]},
|
|
{GIRLNINJA_FIRE_R4 + 1, 0 | SF_QUICK_CALL, &AF(InitEnemyCrossbow), &s_GirlNinjaCrossbow[4][2]},
|
|
{GIRLNINJA_FIRE_R4 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(NullGirlNinja), &s_GirlNinjaCrossbow[4][3]},
|
|
{GIRLNINJA_FIRE_R4 + 1, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_GirlNinjaCrossbow[4][4]},
|
|
{GIRLNINJA_FIRE_R4 + 1, GIRLNINJA_CROSSBOW_RATE, &AF(DoGirlNinjaMove), &s_GirlNinjaCrossbow[4][4]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_GirlNinjaCrossbow[] =
|
|
{
|
|
s_GirlNinjaCrossbow[0],
|
|
s_GirlNinjaCrossbow[1],
|
|
s_GirlNinjaCrossbow[2],
|
|
s_GirlNinjaCrossbow[3],
|
|
s_GirlNinjaCrossbow[4]
|
|
};
|
|
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// GIRLNINJA DIE
|
|
//
|
|
//////////////////////
|
|
|
|
#define GIRLNINJA_DIE_RATE 30
|
|
|
|
STATE s_GirlNinjaDie[] =
|
|
{
|
|
{GIRLNINJA_DIE + 0, GIRLNINJA_DIE_RATE*2, &AF(NullGirlNinja), &s_GirlNinjaDie[1]},
|
|
{GIRLNINJA_DIE + 1, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[2]},
|
|
{GIRLNINJA_DIE + 2, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[3]},
|
|
{GIRLNINJA_DIE + 3, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[4]},
|
|
{GIRLNINJA_DIE + 4, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[5]},
|
|
{GIRLNINJA_DIE + 5, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[6]},
|
|
{GIRLNINJA_DIE + 6, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[7]},
|
|
{GIRLNINJA_DIE + 6, SF_QUICK_CALL, &AF(DoGirlNinjaSpecial), &s_GirlNinjaDie[8]},
|
|
{GIRLNINJA_DIE + 7, GIRLNINJA_DIE_RATE, &AF(NullGirlNinja), &s_GirlNinjaDie[9]},
|
|
{GIRLNINJA_DIE + 8, SF_QUICK_CALL, &AF(QueueFloorBlood), &s_GirlNinjaDie[10]},
|
|
{GIRLNINJA_DIE + 8, GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDie[10]},
|
|
};
|
|
|
|
STATE s_GirlNinjaDead[] =
|
|
{
|
|
{GIRLNINJA_DIE + 6, GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDead[1]},
|
|
{GIRLNINJA_DIE + 7, SF_QUICK_CALL, &AF(DoGirlNinjaSpecial), &s_GirlNinjaDead[2]},
|
|
{GIRLNINJA_DIE + 7, GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDead[3]},
|
|
{GIRLNINJA_DIE + 8, SF_QUICK_CALL, &AF(QueueFloorBlood),&s_GirlNinjaDead[4]},
|
|
{GIRLNINJA_DIE + 8, GIRLNINJA_DIE_RATE, &AF(DoActorDebris), &s_GirlNinjaDead[4]},
|
|
};
|
|
|
|
|
|
STATE s_GirlNinjaDeathJump[] =
|
|
{
|
|
{GIRLNINJA_DIE + 0, GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathJump[1]},
|
|
{GIRLNINJA_DIE + 1, GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathJump[2]},
|
|
{GIRLNINJA_DIE + 2, GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathJump[2]},
|
|
};
|
|
|
|
STATE s_GirlNinjaDeathFall[] =
|
|
{
|
|
{GIRLNINJA_DIE + 3, GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathFall[1]},
|
|
{GIRLNINJA_DIE + 4, GIRLNINJA_DIE_RATE, &AF(DoActorDeathMove), &s_GirlNinjaDeathFall[1]},
|
|
};
|
|
|
|
/*
|
|
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];
|
|
*/
|
|
|
|
STATE* sg_GirlNinjaDie[] =
|
|
{
|
|
s_GirlNinjaDie
|
|
};
|
|
|
|
STATE* sg_GirlNinjaDead[] =
|
|
{
|
|
s_GirlNinjaDead
|
|
};
|
|
|
|
STATE* sg_GirlNinjaDeathJump[] =
|
|
{
|
|
s_GirlNinjaDeathJump
|
|
};
|
|
|
|
STATE* sg_GirlNinjaDeathFall[] =
|
|
{
|
|
s_GirlNinjaDeathFall
|
|
};
|
|
|
|
/*
|
|
|
|
!AIC - Collection of states that connect action to states
|
|
|
|
*/
|
|
|
|
ACTOR_ACTION_SET GirlNinjaActionSet =
|
|
{
|
|
sg_GirlNinjaStand,
|
|
sg_GirlNinjaRun,
|
|
sg_GirlNinjaJump,
|
|
sg_GirlNinjaFall,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
sg_GirlNinjaRise,
|
|
sg_GirlNinjaSit,
|
|
nullptr,
|
|
nullptr,
|
|
sg_GirlNinjaPain,
|
|
sg_GirlNinjaDie,
|
|
nullptr,
|
|
sg_GirlNinjaDead,
|
|
sg_GirlNinjaDeathJump,
|
|
sg_GirlNinjaDeathFall,
|
|
{sg_GirlNinjaCrossbow, sg_GirlNinjaSticky},
|
|
{800, 1024},
|
|
{sg_GirlNinjaCrossbow, sg_GirlNinjaSticky},
|
|
{800, 1024},
|
|
{nullptr},
|
|
sg_GirlNinjaDuck,
|
|
nullptr
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int SetupGirlNinja(DSWActor* actor)
|
|
{
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
|
{
|
|
SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]);
|
|
actor->user.Health = (Skill < MinEnemySkill - 1) ? 50 : 100;
|
|
}
|
|
|
|
actor->user.__legacyState.StateEnd = s_GirlNinjaDie;
|
|
actor->user.__legacyState.Rot = sg_GirlNinjaRun;
|
|
actor->spr.scale = DVector2(0.796875, 0.671875);
|
|
|
|
actor->user.__legacyState.Attrib = &GirlNinjaAttrib;
|
|
actor->spr.pal = actor->user.spal = 26;
|
|
EnemyDefaults(actor, &GirlNinjaActionSet, &GirlNinjaPersonality);
|
|
|
|
ChangeState(actor, s_GirlNinjaRun[0]);
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
|
|
actor->user.Radius = 280;
|
|
actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
|
|
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSWGirlNinja, Initialize)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DSWActor);
|
|
SetupGirlNinja(self);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoGirlNinjaMove(DSWActor* actor)
|
|
{
|
|
// jumping and falling
|
|
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !(actor->user.Flags & SPR_CLIMBING))
|
|
{
|
|
if (actor->user.Flags & (SPR_JUMPING))
|
|
DoActorJump(actor);
|
|
else if (actor->user.Flags & (SPR_FALLING))
|
|
DoActorFall(actor);
|
|
}
|
|
|
|
// sliding
|
|
if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING))
|
|
DoActorSlide(actor);
|
|
|
|
// !AIC - do track or call current action function - such as DoActorMoveCloser()
|
|
if (actor->user.track >= 0)
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
|
else
|
|
{
|
|
actor->callAction();
|
|
}
|
|
|
|
// stay on floor unless doing certain things
|
|
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)))
|
|
{
|
|
KeepActorOnFloor(actor);
|
|
}
|
|
|
|
// take damage from environment
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int GirlNinjaJumpActionFunc(DSWActor* actor)
|
|
{
|
|
// if cannot move the sprite
|
|
if (!move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0)))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (!(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
|
|
{
|
|
InitActorDecide(actor);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NullGirlNinja(DSWActor* actor)
|
|
{
|
|
if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
|
|
|
|
if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING) && !(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
|
|
DoActorSlide(actor);
|
|
|
|
if (!(actor->user.Flags & SPR_CLIMBING) && !(actor->user.Flags & (SPR_JUMPING|SPR_FALLING)))
|
|
KeepActorOnFloor(actor);
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoGirlNinjaPain(DSWActor* actor)
|
|
{
|
|
NullGirlNinja(actor);
|
|
|
|
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
|
|
InitActorDecide(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoGirlNinjaSpecial(DSWActor* actor)
|
|
{
|
|
if (actor->user.spal == PALETTE_PLAYER5)
|
|
{
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
|
|
actor->spr.hitag = 0;
|
|
actor->spr.shade = -10;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_data saveable_girlninj_data[] =
|
|
{
|
|
SAVE_DATA(GirlNinjaPersonality),
|
|
|
|
SAVE_DATA(GirlNinjaAttrib),
|
|
|
|
SAVE_DATA(s_GirlNinjaRun),
|
|
SAVE_DATA(sg_GirlNinjaRun),
|
|
SAVE_DATA(s_GirlNinjaStand),
|
|
SAVE_DATA(sg_GirlNinjaStand),
|
|
SAVE_DATA(s_GirlNinjaRise),
|
|
SAVE_DATA(sg_GirlNinjaRise),
|
|
SAVE_DATA(s_GirlNinjaDuck),
|
|
SAVE_DATA(sg_GirlNinjaDuck),
|
|
SAVE_DATA(s_GirlNinjaSit),
|
|
SAVE_DATA(sg_GirlNinjaSit),
|
|
SAVE_DATA(s_GirlNinjaJump),
|
|
SAVE_DATA(sg_GirlNinjaJump),
|
|
SAVE_DATA(s_GirlNinjaFall),
|
|
SAVE_DATA(sg_GirlNinjaFall),
|
|
SAVE_DATA(s_GirlNinjaPain),
|
|
SAVE_DATA(sg_GirlNinjaPain),
|
|
SAVE_DATA(s_GirlNinjaSticky),
|
|
SAVE_DATA(sg_GirlNinjaSticky),
|
|
SAVE_DATA(s_GirlNinjaCrossbow),
|
|
SAVE_DATA(sg_GirlNinjaCrossbow),
|
|
SAVE_DATA(s_GirlNinjaDie),
|
|
SAVE_DATA(s_GirlNinjaDead),
|
|
SAVE_DATA(s_GirlNinjaDeathJump),
|
|
SAVE_DATA(s_GirlNinjaDeathFall),
|
|
SAVE_DATA(sg_GirlNinjaDie),
|
|
SAVE_DATA(sg_GirlNinjaDead),
|
|
SAVE_DATA(sg_GirlNinjaDeathJump),
|
|
SAVE_DATA(sg_GirlNinjaDeathFall),
|
|
|
|
SAVE_DATA(GirlNinjaActionSet),
|
|
};
|
|
|
|
saveable_module saveable_girlninj =
|
|
{
|
|
// code
|
|
nullptr, 0,
|
|
// data
|
|
saveable_girlninj_data,
|
|
SIZ(saveable_girlninj_data)
|
|
};
|
|
END_SW_NS
|