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779 lines
30 KiB
C++
779 lines
30 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 "misc.h"
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#include "gamecontrol.h"
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#include "mapinfo.h"
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BEGIN_SW_NS
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DECISION ZillaBattle[] =
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{
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{100, &AF(InitActorRunAway ) },
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{690, &AF(InitActorMoveCloser) },
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{692, &AF(InitActorSetDecide) },
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{1024, &AF(InitActorAttack ) }
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};
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DECISION ZillaOffense[] =
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{
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{100, &AF(InitActorRunAway ) },
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{690, &AF(InitActorMoveCloser) },
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{692, &AF(InitActorSetDecide) },
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{1024, &AF(InitActorAttack ) }
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};
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DECISIONB ZillaBroadcast[] =
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{
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{2, attr_alert },
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{4, attr_ambient },
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{1024, 0 }
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};
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DECISION ZillaSurprised[] =
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{
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{700, &AF(InitActorMoveCloser) },
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{703, &AF(InitActorSetDecide) },
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{1024, &AF(InitActorDecide ) }
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};
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DECISION ZillaEvasive[] =
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{
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{1024, &AF(InitActorWanderAround) }
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};
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DECISION ZillaLostTarget[] =
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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 ZillaCloseRange[] =
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{
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{1024, &AF(InitActorAttack) }
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};
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PERSONALITY ZillaPersonality =
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{
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ZillaBattle,
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ZillaOffense,
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ZillaBroadcast,
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ZillaSurprised,
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ZillaEvasive,
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ZillaLostTarget,
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ZillaCloseRange,
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ZillaCloseRange
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};
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ATTRIBUTE ZillaAttrib =
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{
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{100, 100, 100, 100}, // Speeds
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{3, 0, 0, 0}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_Z17010, DIGI_Z17010, DIGI_Z17025,
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DIGI_Z17052, DIGI_Z17025, 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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// ZILLA RUN
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//
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//////////////////////
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#define ZILLA_RATE 48
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STATE s_ZillaRun[5][6] =
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{
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{
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{ZILLA_RUN_R0 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][1]},
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{ZILLA_RUN_R0 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[0][2]},
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{ZILLA_RUN_R0 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][3]},
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{ZILLA_RUN_R0 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][4]},
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{ZILLA_RUN_R0 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[0][5]},
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{ZILLA_RUN_R0 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[0][0]}
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},
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{
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{ZILLA_RUN_R1 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][1]},
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{ZILLA_RUN_R1 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[1][2]},
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{ZILLA_RUN_R1 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][3]},
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{ZILLA_RUN_R1 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][4]},
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{ZILLA_RUN_R1 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[1][5]},
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{ZILLA_RUN_R1 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[1][0]}
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},
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{
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{ZILLA_RUN_R2 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][1]},
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{ZILLA_RUN_R2 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[2][2]},
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{ZILLA_RUN_R2 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][3]},
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{ZILLA_RUN_R2 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][4]},
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{ZILLA_RUN_R2 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[2][5]},
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{ZILLA_RUN_R2 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[2][0]}
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},
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{
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{ZILLA_RUN_R3 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][1]},
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{ZILLA_RUN_R3 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[3][2]},
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{ZILLA_RUN_R3 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][3]},
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{ZILLA_RUN_R3 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][4]},
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{ZILLA_RUN_R3 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[3][5]},
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{ZILLA_RUN_R3 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[3][0]}
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},
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{
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{ZILLA_RUN_R4 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][1]},
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{ZILLA_RUN_R4 + 1, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[4][2]},
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{ZILLA_RUN_R4 + 1, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][3]},
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{ZILLA_RUN_R4 + 2, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][4]},
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{ZILLA_RUN_R4 + 3, SF_QUICK_CALL, &AF(DoZillaStomp), &s_ZillaRun[4][5]},
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{ZILLA_RUN_R4 + 3, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaRun[4][0]}
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}
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};
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STATE* sg_ZillaRun[] =
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{
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&s_ZillaRun[0][0],
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&s_ZillaRun[1][0],
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&s_ZillaRun[2][0],
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&s_ZillaRun[3][0],
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&s_ZillaRun[4][0]
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};
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//////////////////////
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//
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// ZILLA STAND
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//
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//////////////////////
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STATE s_ZillaStand[5][1] =
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{
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{
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{ZILLA_RUN_R0 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[0][0]}
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},
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{
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{ZILLA_RUN_R1 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[1][0]}
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},
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{
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{ZILLA_RUN_R2 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[2][0]}
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},
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{
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{ZILLA_RUN_R3 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[3][0]}
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},
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{
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{ZILLA_RUN_R4 + 0, ZILLA_RATE, &AF(DoZillaMove), &s_ZillaStand[4][0]}
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}
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};
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STATE* sg_ZillaStand[] =
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{
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&s_ZillaStand[0][0],
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&s_ZillaStand[1][0],
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&s_ZillaStand[2][0],
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&s_ZillaStand[3][0],
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&s_ZillaStand[4][0]
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};
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//////////////////////
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//
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// ZILLA PAIN
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//
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//////////////////////
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#define ZILLA_PAIN_RATE 30
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STATE s_ZillaPain[5][2] =
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{
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{
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{ZILLA_PAIN_R0 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[0][1]},
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{ZILLA_PAIN_R0 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[0][0]}
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},
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{
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{ZILLA_PAIN_R1 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[1][1]},
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{ZILLA_PAIN_R1 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[1][0]}
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},
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{
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{ZILLA_PAIN_R2 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[2][1]},
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{ZILLA_PAIN_R2 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[2][0]}
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},
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{
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{ZILLA_PAIN_R3 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[3][1]},
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{ZILLA_PAIN_R3 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[3][0]}
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},
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{
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{ZILLA_PAIN_R4 + 0, ZILLA_PAIN_RATE, &AF(NullZilla), &s_ZillaPain[4][1]},
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{ZILLA_PAIN_R4 + 0, 0|SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaPain[4][0]}
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}
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};
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STATE* sg_ZillaPain[] =
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{
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&s_ZillaPain[0][0],
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&s_ZillaPain[1][0],
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&s_ZillaPain[2][0],
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&s_ZillaPain[3][0],
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&s_ZillaPain[4][0]
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};
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//////////////////////
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//
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// ZILLA RAIL
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//
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//////////////////////
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#define ZILLA_RAIL_RATE 12
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STATE s_ZillaRail[5][14] =
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{
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{
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{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][1]},
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{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][2]},
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{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][3]},
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{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[0][4]},
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{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][5]},
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{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][6]},
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{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][7]},
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{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[0][8]},
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{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][9]},
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{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][10]},
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{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][11]},
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{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[0][12]},
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{ZILLA_RAIL_R0 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[0][13]},
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{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[0][0]}
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},
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{
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{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][1]},
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{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][2]},
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{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][3]},
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{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[1][4]},
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{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][5]},
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{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][6]},
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{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][7]},
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{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[1][8]},
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{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][9]},
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{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][10]},
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{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][11]},
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{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[1][12]},
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{ZILLA_RAIL_R1 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[1][13]},
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{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[1][0]}
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},
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{
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{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][1]},
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{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][2]},
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{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][3]},
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{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[2][4]},
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{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][5]},
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{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][6]},
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{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][7]},
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{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[2][8]},
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{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][9]},
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{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][10]},
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{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][11]},
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{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[2][12]},
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{ZILLA_RAIL_R2 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[2][13]},
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{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[2][0]}
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},
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{
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{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][1]},
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{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][2]},
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{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][3]},
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{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[3][4]},
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{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][5]},
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{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][6]},
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{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][7]},
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{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[3][8]},
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{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][9]},
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{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][10]},
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{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][11]},
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{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[3][12]},
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{ZILLA_RAIL_R3 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[3][13]},
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{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[3][0]}
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},
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{
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{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][1]},
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{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][2]},
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{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][3]},
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{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[4][4]},
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{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][5]},
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{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][6]},
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{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][7]},
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{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[4][8]},
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{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][9]},
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{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][10]},
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{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][11]},
|
|
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitZillaRail), &s_ZillaRail[4][12]},
|
|
{ZILLA_RAIL_R4 + 3, ZILLA_RAIL_RATE, &AF(NullZilla), &s_ZillaRail[4][13]},
|
|
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRail[4][0]}
|
|
}
|
|
};
|
|
|
|
STATE* sg_ZillaRail[] =
|
|
{
|
|
&s_ZillaRail[0][0],
|
|
&s_ZillaRail[1][0],
|
|
&s_ZillaRail[2][0],
|
|
&s_ZillaRail[3][0],
|
|
&s_ZillaRail[4][0]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// ZILLA ROCKET
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZILLA_ROCKET_RATE 12
|
|
|
|
STATE s_ZillaRocket[5][7] =
|
|
{
|
|
{
|
|
{ZILLA_ROCKET_R0 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[0][1]},
|
|
{ZILLA_ROCKET_R0 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[0][2]},
|
|
{ZILLA_ROCKET_R0 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[0][3]},
|
|
{ZILLA_ROCKET_R0 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[0][4]},
|
|
{ZILLA_ROCKET_R0 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[0][5]},
|
|
{ZILLA_ROCKET_R0 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[0][6]},
|
|
{ZILLA_ROCKET_R0 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[0][5]}
|
|
},
|
|
{
|
|
{ZILLA_ROCKET_R1 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[1][1]},
|
|
{ZILLA_ROCKET_R1 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[1][2]},
|
|
{ZILLA_ROCKET_R1 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[1][3]},
|
|
{ZILLA_ROCKET_R1 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[1][4]},
|
|
{ZILLA_ROCKET_R1 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[1][5]},
|
|
{ZILLA_ROCKET_R1 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[1][6]},
|
|
{ZILLA_ROCKET_R1 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[1][5]}
|
|
},
|
|
{
|
|
{ZILLA_ROCKET_R2 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[2][1]},
|
|
{ZILLA_ROCKET_R2 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[2][2]},
|
|
{ZILLA_ROCKET_R2 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[2][3]},
|
|
{ZILLA_ROCKET_R2 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[2][4]},
|
|
{ZILLA_ROCKET_R2 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[2][5]},
|
|
{ZILLA_ROCKET_R2 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[2][6]},
|
|
{ZILLA_ROCKET_R2 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[2][5]}
|
|
},
|
|
{
|
|
{ZILLA_ROCKET_R3 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[3][1]},
|
|
{ZILLA_ROCKET_R3 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[3][2]},
|
|
{ZILLA_ROCKET_R3 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[3][3]},
|
|
{ZILLA_ROCKET_R3 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[3][4]},
|
|
{ZILLA_ROCKET_R3 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[3][5]},
|
|
{ZILLA_ROCKET_R3 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[3][6]},
|
|
{ZILLA_ROCKET_R3 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[3][5]}
|
|
},
|
|
{
|
|
{ZILLA_ROCKET_R4 + 0, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[4][1]},
|
|
{ZILLA_ROCKET_R4 + 1, ZILLA_ROCKET_RATE, &AF(NullZilla), &s_ZillaRocket[4][2]},
|
|
{ZILLA_ROCKET_R4 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[4][3]},
|
|
{ZILLA_ROCKET_R4 + 2, SF_QUICK_CALL, &AF(InitZillaRocket), &s_ZillaRocket[4][4]},
|
|
{ZILLA_ROCKET_R4 + 2, ZILLA_ROCKET_RATE*4, &AF(NullZilla), &s_ZillaRocket[4][5]},
|
|
{ZILLA_ROCKET_R4 + 3, SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaRocket[4][6]},
|
|
{ZILLA_ROCKET_R4 + 3, ZILLA_ROCKET_RATE*10, &AF(NullZilla), &s_ZillaRocket[4][5]}
|
|
}
|
|
};
|
|
|
|
STATE* sg_ZillaRocket[] =
|
|
{
|
|
&s_ZillaRocket[0][0],
|
|
&s_ZillaRocket[1][0],
|
|
&s_ZillaRocket[2][0],
|
|
&s_ZillaRocket[3][0],
|
|
&s_ZillaRocket[4][0]
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// ZILLA UZI
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZILLA_UZI_RATE 8
|
|
|
|
STATE s_ZillaUzi[5][17] =
|
|
{
|
|
{
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][1]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][2]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][3]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][4]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][5]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][6]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][7]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][8]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][9]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][10]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][11]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][12]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][13]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][14]},
|
|
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[0][15]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[0][16]},
|
|
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[0][16]},
|
|
},
|
|
{
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][1]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][2]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][3]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][4]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][5]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][6]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][7]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][8]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][9]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][10]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][11]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][12]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][13]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][14]},
|
|
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[1][15]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[1][16]},
|
|
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[1][16]},
|
|
},
|
|
{
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][1]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][2]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][3]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][4]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][5]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][6]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][7]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][8]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][9]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][10]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][11]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][12]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][13]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][14]},
|
|
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[2][15]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[2][16]},
|
|
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[2][16]},
|
|
},
|
|
{
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][1]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][2]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][3]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][4]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][5]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][6]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][7]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][8]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][9]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][10]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][11]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][12]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][13]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][14]},
|
|
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[3][15]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[3][16]},
|
|
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[3][16]},
|
|
},
|
|
{
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][1]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][2]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][3]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][4]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][5]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][6]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][7]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][8]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][9]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][10]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][11]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][12]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][13]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][14]},
|
|
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, &AF(NullZilla), &s_ZillaUzi[4][15]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitEnemyUzi), &s_ZillaUzi[4][16]},
|
|
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, &AF(InitActorDecide), &s_ZillaUzi[4][16]},
|
|
},
|
|
};
|
|
|
|
|
|
STATE* sg_ZillaUzi[] =
|
|
{
|
|
s_ZillaUzi[0],
|
|
s_ZillaUzi[1],
|
|
s_ZillaUzi[2],
|
|
s_ZillaUzi[3],
|
|
s_ZillaUzi[4]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// ZILLA DIE
|
|
//
|
|
//////////////////////
|
|
|
|
#define ZILLA_DIE_RATE 30
|
|
|
|
STATE s_ZillaDie[] =
|
|
{
|
|
{ZILLA_DIE + 0, ZILLA_DIE_RATE*15, &AF(DoZillaDeathMelt), &s_ZillaDie[1]},
|
|
{ZILLA_DIE + 1, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[2]},
|
|
{ZILLA_DIE + 2, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[3]},
|
|
{ZILLA_DIE + 3, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[4]},
|
|
{ZILLA_DIE + 4, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[5]},
|
|
{ZILLA_DIE + 5, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[6]},
|
|
{ZILLA_DIE + 6, ZILLA_DIE_RATE, &AF(NullZilla), &s_ZillaDie[7]},
|
|
{ZILLA_DIE + 7, ZILLA_DIE_RATE*3, &AF(NullZilla), &s_ZillaDie[8]},
|
|
{ZILLA_DEAD, ZILLA_DIE_RATE, &AF(DoActorDebris), &s_ZillaDie[8]}
|
|
};
|
|
|
|
STATE* sg_ZillaDie[] =
|
|
{
|
|
s_ZillaDie
|
|
};
|
|
|
|
STATE s_ZillaDead[] =
|
|
{
|
|
{ZILLA_DEAD, ZILLA_DIE_RATE, &AF(DoActorDebris), &s_ZillaDead[0]},
|
|
};
|
|
|
|
STATE* sg_ZillaDead[] =
|
|
{
|
|
s_ZillaDead
|
|
};
|
|
|
|
ACTOR_ACTION_SET ZillaActionSet =
|
|
{
|
|
sg_ZillaStand,
|
|
sg_ZillaRun,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr, //climb
|
|
sg_ZillaPain, //pain
|
|
sg_ZillaDie,
|
|
nullptr,
|
|
sg_ZillaDead,
|
|
nullptr,
|
|
nullptr,
|
|
{sg_ZillaUzi,sg_ZillaRail},
|
|
{950,1024},
|
|
{sg_ZillaUzi,sg_ZillaRocket,sg_ZillaRail},
|
|
{400,950,1024},
|
|
{nullptr},
|
|
nullptr,
|
|
nullptr
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int SetupZilla(DSWActor* actor)
|
|
{
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
|
|
{
|
|
SpawnUser(actor, ZILLA_RUN_R0, s_ZillaRun[0]);
|
|
actor->user.Health = 6000;
|
|
}
|
|
|
|
if (Skill == 0) actor->user.Health = 2000;
|
|
if (Skill == 1) actor->user.Health = 4000;
|
|
|
|
ChangeState(actor,s_ZillaRun[0]);
|
|
actor->user.__legacyState.Attrib = &ZillaAttrib;
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
actor->user.__legacyState.StateEnd = s_ZillaDie;
|
|
actor->user.__legacyState.Rot = sg_ZillaRun;
|
|
|
|
EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality);
|
|
|
|
actor->clipdist = 32;
|
|
actor->spr.scale = DVector2(1.515625, 1.23475);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int NullZilla(DSWActor* actor)
|
|
{
|
|
calcSlope(actor->sector(), actor->spr.pos, &actor->user.hiz, &actor->user.loz);
|
|
actor->user.lo_sectp = actor->sector();
|
|
actor->user.hi_sectp = actor->sector();
|
|
actor->user.lowActor = nullptr;
|
|
actor->user.highActor = nullptr;
|
|
actor->spr.pos.Z = actor->user.loz;
|
|
|
|
DoActorSectorDamage(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoZillaMove(DSWActor* actor)
|
|
{
|
|
short choose;
|
|
|
|
// Random Zilla taunts
|
|
if (!SoundValidAndActive(actor, CHAN_AnimeMad))
|
|
{
|
|
choose = StdRandomRange(1000);
|
|
if (choose > 990)
|
|
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
|
|
else if (choose > 985)
|
|
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
|
|
else if (choose > 980)
|
|
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
|
|
else if (choose > 975)
|
|
PlaySound(DIGI_Z16004, actor, v3df_none, CHAN_AnimeMad);
|
|
}
|
|
|
|
|
|
if (actor->user.track >= 0)
|
|
ActorFollowTrack(actor, ACTORMOVETICS);
|
|
else
|
|
actor->callAction();
|
|
|
|
KeepActorOnFloor(actor);
|
|
|
|
if (DoActorSectorDamage(actor))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoZillaStomp(DSWActor* actor)
|
|
{
|
|
PlaySound(DIGI_ZILLASTOMP, actor, v3df_follow);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DoZillaDeathMelt(DSWActor* actor)
|
|
{
|
|
if (RandomRange(1000) > 800)
|
|
SpawnGrenadeExp(actor);
|
|
|
|
actor->user.ID = ZILLA_RUN_R0;
|
|
actor->user.Flags &= ~(SPR_JUMPING|SPR_FALLING|SPR_MOVED);
|
|
|
|
//DoMatchEverything(nullptr, actor->spr.lotag, ON);
|
|
if (!SW_SHAREWARE)
|
|
{
|
|
// Resume the regular music - in a hack-free fashion.
|
|
PlaySong(currentLevel->music.GetChars(), currentLevel->cdSongId);
|
|
}
|
|
|
|
//KeepActorOnFloor(actor);
|
|
calcSlope(actor->sector(), actor->spr.pos, &actor->user.hiz, &actor->user.loz);
|
|
actor->user.lo_sectp = actor->sector();
|
|
actor->user.hi_sectp = actor->sector();
|
|
actor->user.lowActor = nullptr;
|
|
actor->user.highActor = nullptr;
|
|
actor->spr.pos.Z = actor->user.loz;
|
|
|
|
BossSpriteNum[2] = nullptr;
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_data saveable_zilla_data[] =
|
|
{
|
|
SAVE_DATA(ZillaPersonality),
|
|
|
|
SAVE_DATA(ZillaAttrib),
|
|
|
|
SAVE_DATA(s_ZillaRun),
|
|
SAVE_DATA(sg_ZillaRun),
|
|
SAVE_DATA(s_ZillaStand),
|
|
SAVE_DATA(sg_ZillaStand),
|
|
SAVE_DATA(s_ZillaPain),
|
|
SAVE_DATA(sg_ZillaPain),
|
|
SAVE_DATA(s_ZillaRail),
|
|
SAVE_DATA(sg_ZillaRail),
|
|
SAVE_DATA(s_ZillaRocket),
|
|
SAVE_DATA(sg_ZillaRocket),
|
|
SAVE_DATA(s_ZillaUzi),
|
|
SAVE_DATA(sg_ZillaUzi),
|
|
SAVE_DATA(s_ZillaDie),
|
|
SAVE_DATA(sg_ZillaDie),
|
|
SAVE_DATA(s_ZillaDead),
|
|
SAVE_DATA(sg_ZillaDead),
|
|
|
|
SAVE_DATA(ZillaActionSet),
|
|
};
|
|
|
|
saveable_module saveable_zilla =
|
|
{
|
|
// code
|
|
nullptr, 0,
|
|
|
|
// data
|
|
saveable_zilla_data,
|
|
SIZ(saveable_zilla_data)
|
|
};
|
|
|
|
END_SW_NS
|